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<article article-type="editorial" dtd-version="2.3" xml:lang="EN" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">
<front>
<journal-meta>
<journal-id journal-id-type="publisher-id">Front. Virtual Real.</journal-id>
<journal-title>Frontiers in Virtual Reality</journal-title>
<abbrev-journal-title abbrev-type="pubmed">Front. Virtual Real.</abbrev-journal-title>
<issn pub-type="epub">2673-4192</issn>
<publisher>
<publisher-name>Frontiers Media S.A.</publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id pub-id-type="publisher-id">759682</article-id>
<article-id pub-id-type="doi">10.3389/frvir.2021.759682</article-id>
<article-categories>
<subj-group subj-group-type="heading">
<subject>Virtual Reality</subject>
<subj-group>
<subject>Editorial</subject>
</subj-group>
</subj-group>
</article-categories>
<title-group>
<article-title>Editorial: Cybersickness in Virtual Reality and Augmented Reality</article-title>
<alt-title alt-title-type="left-running-head">Lawson and Stanney</alt-title>
<alt-title alt-title-type="right-running-head">Editorial: Virtual and Augmented Reality Cybersickness</alt-title>
</title-group>
<contrib-group>
<contrib contrib-type="author" corresp="yes">
<name>
<surname>Lawson</surname>
<given-names>Ben D.</given-names>
</name>
<xref ref-type="aff" rid="aff1">
<sup>1</sup>
</xref>
<xref ref-type="corresp" rid="c001">&#x2a;</xref>
<uri xlink:href="https://loop.frontiersin.org/people/210281/overview"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname>Stanney</surname>
<given-names>Kay M.</given-names>
</name>
<xref ref-type="aff" rid="aff2">
<sup>2</sup>
</xref>
<uri xlink:href="https://loop.frontiersin.org/people/704101/overview"/>
</contrib>
</contrib-group>
<aff id="aff1">
<label>
<sup>1</sup>
</label>Naval Submarine Medical Research Laboratory, Naval Submarine Base New London, <addr-line>Groton</addr-line>, <addr-line>CT</addr-line>, <country>United&#x20;States</country>
</aff>
<aff id="aff2">
<label>
<sup>2</sup>
</label>Design Interactive, Inc., <addr-line>Orlando</addr-line>, <addr-line>FL</addr-line>, <country>United&#x20;States</country>
</aff>
<author-notes>
<fn fn-type="edited-by">
<p>
<bold>Edited by:</bold> <ext-link ext-link-type="uri" xlink:href="https://loop.frontiersin.org/people/1114/overview">Mel Slater</ext-link>, University of Barcelona, Spain</p>
</fn>
<fn fn-type="edited-by">
<p>
<bold>Reviewed by:</bold> <ext-link ext-link-type="uri" xlink:href="https://loop.frontiersin.org/people/53166/overview">Joan Llobera</ext-link>, University of Barcelona, Spain</p>
</fn>
<corresp id="c001">&#x2a;Correspondence: Ben D. Lawson, <email>benton.d.lawson.civ@mail.mil</email>
</corresp>
<fn fn-type="other">
<p>This article was submitted to Virtual Reality and Human Behaviour, a section of the journal Frontiers in Virtual Reality</p>
</fn>
</author-notes>
<pub-date pub-type="epub">
<day>13</day>
<month>10</month>
<year>2021</year>
</pub-date>
<pub-date pub-type="collection">
<year>2021</year>
</pub-date>
<volume>2</volume>
<elocation-id>759682</elocation-id>
<history>
<date date-type="received">
<day>16</day>
<month>08</month>
<year>2021</year>
</date>
<date date-type="accepted">
<day>20</day>
<month>09</month>
<year>2021</year>
</date>
</history>
<permissions>
<copyright-statement>Copyright &#xa9; 2021 Lawson and Stanney.</copyright-statement>
<copyright-year>2021</copyright-year>
<copyright-holder>Lawson and Stanney</copyright-holder>
<license xlink:href="http://creativecommons.org/licenses/by/4.0/">
<p>This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these&#x20;terms.</p>
</license>
</permissions>
<related-article id="RA1" related-article-type="commentary-article" xlink:href="https://www.frontiersin.org/researchtopic/12692" ext-link-type="uri">Editorial on the Research Topic<article-title>Cybersickness in Virtual Reality and Augmented Reality</article-title>
</related-article>
<kwd-group>
<kwd>cybersickness</kwd>
<kwd>virtual reality</kwd>
<kwd>augmented reality</kwd>
<kwd>postural instability</kwd>
<kwd>vection</kwd>
<kwd>adverse aftereffects</kwd>
<kwd>simulator sickness</kwd>
<kwd>visual acuity in head mounted displays</kwd>
</kwd-group>
</article-meta>
</front>
<body>
<sec id="s1">
<title>Introduction</title>
<p>Early virtual reality (VR) systems introduced abnormal visual-vestibular integration and vergence-accommodation, causing cybersickness (<xref ref-type="bibr" rid="B15">McCauley and Sharkey, 1992</xref>) reminiscent of simulator sickness reported by military pilots, e.g., having some shared causes and overlapping (<xref ref-type="bibr" rid="B13">Lawson, 2014a</xref>) but distinguishable symptoms (<xref ref-type="bibr" rid="B27">Stanney et&#x20;al., 1997</xref>). Improved processing, head tracking, and graphics were expected to overcome cybersickness (<xref ref-type="bibr" rid="B19">Rheingold, 1991</xref>), yet it persists in today&#x2019;s much-improved VR (<xref ref-type="bibr" rid="B23">Stanney et&#x20;al., 2020a</xref>, <xref ref-type="bibr" rid="B25">2020b</xref>). This must be resolved, because VR and Augmented Reality (AR)<xref ref-type="fn" rid="fn1">
<sup>1</sup>
</xref> are proliferating for training for stressful tasks, exposure therapy for post-traumatic stress, remote assistance/control, and operational situation awareness (<xref ref-type="bibr" rid="B8">Hale and Stanney, 2014</xref>; <xref ref-type="bibr" rid="B1">Beidel et&#x20;al., 2019</xref>; <xref ref-type="bibr" rid="B25">Stanney et&#x20;al., 2020b</xref>, <xref ref-type="bibr" rid="B28">2021</xref>; <xref ref-type="bibr" rid="B18">NATO Science and Technology Office, 2021</xref>).</p>
<p>Experts considered the cybersickness problem recently at a <italic>2019 Cybersickness Workshop</italic>
<xref ref-type="fn" rid="fn2">
<sup>2</sup>
</xref> and a 2020&#x20;<italic>Visually-Induced Motion Sensations</italic> meeting.<xref ref-type="fn" rid="fn3">
<sup>3</sup>
</xref> Military aspects were discussed during 2019&#x2013;2021 meetings of a <italic>Cybersickness Specialist Team</italic> (<xref ref-type="bibr" rid="B18">NATO Science and Technology Office, 2021</xref>). The <italic>B&#xe1;r&#xe1;ny Society&#x2019;s Classification Committee</italic> just developed relevant international symptom standards for visually-induced motion sickness (VIMS; <xref ref-type="bibr" rid="B3">Cha et&#x20;al., 2021</xref>). Finally, &#x3e;40 authors produced twelve articles comprising this <italic>Frontiers</italic> Research Topic initiated by Dr. Stanney. Below, we summarize their work and provide recommendations.</p>
</sec>
<sec id="s2">
<title>Comments on the 12 Topic Articles</title>
<sec id="s2-1">
<title>Three Articles Explored The Benefits Of Ambient Or Earth-Referenced Visual Cues</title>
<p>1) <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.3389/frvir.2020.582095">Hemmerich et&#x20;al.</ext-link> found that an Earth-fixed visual horizon (but not a non-horizon cue) significantly reduced cybersickness.<xref ref-type="fn" rid="fn4">
<sup>4</sup>
</xref> 2) <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.3389/frvir.2020.582169">Shahnewaz Ferdous et&#x20;al.</ext-link> posited that Earth-stable cues introduced into VR or AR (via a partial virtual frame) should improve balance and lessen cybersickness. They discussed two small studies of balance-impaired VR/AR users. Their VR study detected a cueing difference for two balance measures and the Simulator Sickness (SSQ) Disorientation measure<xref ref-type="fn" rid="fn5">
<sup>5</sup>
</xref>, while their AR study (which allowed sight of the room) detected a difference in one balance measure but no SSQ measures. Benefits were seen only with balance-impaired subjects. While the findings were mixed, an appropriately-designed Earth-referenced cue should aid orientation. Expanded studies of this type should compare similar VR-versus-AR fields of view. Finally, 3) <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.3389/frvir.2021.604889">Cao et&#x20;al.</ext-link> provided VR users with Earth-stable granulated peripheral cues that allowed some peripheral vision, which improved visual target searching better than restricting field-of-view (FOV), a typical countermeasure. Could this approach also mitigate cybersickness better than FOV restriction?</p>
</sec>
<sec id="s2-2">
<title>Two Articles Discussed Aspects Of Tracking Latency As A Cybersickness Contributor</title>
<p>4) <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.3389/frvir.2020.582204">Stauffert et&#x20;al.</ext-link> explored cybersickness implications of latency between the movement of a tracked object and its movement on a head-worn display. They provided information to assist in assessing latency, and stressed the need for comparable assessments. 5) <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.3389/frvir.2020.587698">Palmisano et&#x20;al.</ext-link> posited that a key (and readily quantifiable) contributor to cybersickness is a large, temporally inconsistent difference between actual and virtual head position. Their findings are relevant to <xref ref-type="bibr" rid="B16">Moss et&#x20;al. (2011)</xref>, who found that varying head tracking latency was sickening. As many studies have observed that visually-moving fields elicit symptoms even when the head is still (e.g., <xref ref-type="bibr" rid="B30">Webb and Griffin, 2002</xref>), however, the contribution of visual field motion versus head position/motion conflict should be studied.</p>
</sec>
<sec id="s2-3">
<title>Three Articles Explored Additional Effects Of Head Motion, Head Orientation, Or Head-Mounting Of Displays</title>
<p>6) <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.3389/frvir.2021.582156">Kim et&#x20;al.</ext-link> posited that linear head oscillations increase sensory conflict in VR devices that only track angular motion. While they failed to detect device-related differences in perceived scene stability, spatial presence, or cybersickness, this was a creative pilot study exploring implications of different tracking devices. 7) <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.3389/frvir.2021.611214">Wang et&#x20;al.</ext-link> confirmed that vection (the illusion of self-motion) elicited by viewing a rotating dot pattern was stronger when concordant with expected graviceptive cues. VR/AR designers should know that when vection is desired, its direction should not contradict somatosensory/vestibular cues that would be present during real motion. Also, specific motion/orientation perceptions will tend to be altered to minimize sensory conflict (<xref ref-type="bibr" rid="B31">Young et&#x20;al., 1975</xref>; <xref ref-type="bibr" rid="B11">Lackner and Teixeira, 1977</xref>; <xref ref-type="bibr" rid="B5">Dizio and Lackner, 1986</xref>; <xref ref-type="bibr" rid="B9">Howard et&#x20;al., 1987</xref>; <xref ref-type="bibr" rid="B7">Golding, 1996</xref>; <xref ref-type="bibr" rid="B29">Tanahashi et&#x20;al., 2012</xref>). The notion that vection can reduce sickening conflict is better supported than vection as a cause of sickness (<xref ref-type="bibr" rid="B13">Lawson, 2014a</xref>; <xref ref-type="bibr" rid="B25">Stanney et&#x20;al., 2020b</xref>). Finally, 8) <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.3389/frvir.2020.602954">Hughes et&#x20;al.</ext-link> evaluated head-worn versus tablet-based AR during tactical combat casualty training. They observed greater sickness with head-worn AR, but symptoms for both devices were mostly limited to the Oculomotor cluster of the SSQ, with little Nausea. Moreover, while subjects in the head-worn condition completed fewer training scenarios in the time allotted, they had more correct responses in completed scenarios. AR could be a less-sickening training approach, and solutions to mitigate oculomotor disturbances would make it even better.</p>
</sec>
<sec id="s2-4">
<title>Three Articles Explored The Role Of Active Sensorimotor Engagement Or Maintenance Of Postural Equilibrium</title>
<p>9) <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.3389/frvir.2020.581132">Curry et&#x20;al.</ext-link> evaluated participants in a head-worn racing game. They did not detect main differences in cybersickness between active drivers versus passengers. The reasons for this should be explored, as a difference has been observed in other contexts (<xref ref-type="bibr" rid="B20">Rolnick and Lubow, 1991</xref>; <xref ref-type="bibr" rid="B26">Stanney and Hash, 1998</xref>; <xref ref-type="bibr" rid="B21">Seay et&#x20;al., 2002</xref>; <xref ref-type="bibr" rid="B22">Sharples et&#x20;al., 2008</xref>). 10) <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.3389/frvir.2020.00010">Weech et&#x20;al.</ext-link> found a correlation between visually-influenced body sway (reflected by the center-of- pressure [COP] ratio)<xref ref-type="fn" rid="fn6">
<sup>6</sup>
</xref> and SSQ Disorientation and Oculomotor sub-scores in a VR. It makes sense for the Disorientation score to be related to sway; expanded studies should determine if COP ratio correlates with SSQ Total Sickness or Nausea scores, as these are likely to predict quitting a training session. Finally, 11) <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.3389/frvir.2020.582108">Jasper et&#x20;al.</ext-link> evaluated the efficacy of different cybersickness recovery strategies. Their study elicited sufficient cybersickness (<xref ref-type="bibr" rid="B33">Stanney et&#x20;al., 2003</xref>). Greatest recovery was observed for resting with the VR off (real natural decay), while doing a virtual hand-eye task yielded the least recovery. We agree with the authors&#x2019; implication that administration of the SSQ during VR/AR should be explored further.</p>
</sec>
<sec id="s2-5">
<title>Three Studies Addressed The Role Of Individual Cybersickness Susceptibility (Two Of Which Were Mentioned Immediately Above)</title>
<p>12) <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.3389/frvir.2021.576871">Golding et&#x20;al.</ext-link> found that sickness severity in a moving visual surround is predicted by history of susceptibility to motion sickness, migraine, and fainting. They did not detect a relationship between sickness and vection, adding to the many studies failing to find this relation (<xref ref-type="bibr" rid="B13">Lawson, 2014a</xref>; <xref ref-type="bibr" rid="B28">Stanney et&#x20;al., 2021</xref>).<xref ref-type="fn" rid="fn7">
<sup>7</sup>
</xref> Consistent with the literature (<xref ref-type="bibr" rid="B13">Lawson, 2014a</xref>; <xref ref-type="bibr" rid="B23">Stanney et&#x20;al., 2020a</xref>), the aforementioned article &#x23;11 by <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.3389/frvir.2020.582108">Jasper et&#x20;al.</ext-link> and <bold>&#x23;</bold>9 by <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.3389/frvir.2020.581132">Curry et&#x20;al.</ext-link> observed mixed findings concerning sex as a factor in cybersickness susceptibility. <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.3389/frvir.2020.582108">Jasper et&#x20;al.</ext-link> observed that women reported more cybersickness, but this was confounded by women having less experience with video games. The sex difference detected in <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.3389/frvir.2020.581132">Curry et&#x20;al.</ext-link> was solely among the subset of subjects who discontinued participation early, wherein women quit earlier when driving, but not when passengers. Future studies of individual cybersickness differences should estimate variance accounted for by experience with motion sickness, driving, video games, and head-worn displays.</p>
</sec>
</sec>
<sec id="s3">
<title>Causal Hypotheses Relevant to the 12 Topic Articles</title>
<p>While the explanatory capabilities of a complete motion/simulator/cybersickness theory have been described (<xref ref-type="bibr" rid="B13">Lawson, 2014a</xref>), there is no universally accepted theory. Six hypotheses were discussed by <xref ref-type="bibr" rid="B28">Stanney et&#x20;al. (2021)</xref> and ten by <xref ref-type="bibr" rid="B32">Keshavarz et&#x20;al. (2014)</xref>. Most of these can be grouped into four established categories (Table&#x20;26.1, Keshavarz et&#x20;al.), which in <xref ref-type="table" rid="T1">Table&#x20;1</xref> are linked to the 12 articles in this Research Topic. This taxonomy may aid further literature inquiries concerning theoretical implications.<xref ref-type="fn" rid="fn8">
<sup>8</sup>
</xref>
</p>
<table-wrap id="T1" position="float">
<label>TABLE 1</label>
<caption>
<p>Twelve Research Topic Publications (by Number), and their Links to Etiological Hypotheses.</p>
</caption>
<table>
<thead valign="top">
<tr>
<th align="left">Hypotheses</th>
<th align="center">I. Sensory conflict (and variants)</th>
<th align="center">II. Postural instability</th>
<th align="center">III. Eye movement</th>
<th align="center">IV. Evolutionary (and variants)</th>
</tr>
</thead>
<tbody valign="top">
<tr>
<td align="left">Publication</td>
<td align="left">&#x23;1&#x2013;5; 7; 9&#x2013;11</td>
<td align="left">&#x23;7, 9&#x2013;10</td>
<td align="left">&#x23;6&#x2013;8; 10</td>
<td align="left">&#x23;9, 11, 12</td>
</tr>
<tr>
<td align="left">Comment</td>
<td align="left">Relevant variants: frame-of-reference (&#x23;1&#x2013;3), neural mismatch (&#x23;4&#x2013;5<xref ref-type="fn" rid="fn9">
<sup>9</sup>
</xref>; 7, 11), reweighting/development (&#x23;9&#x2013;10)</td>
<td align="left">Possible or direct relevance</td>
<td align="left">Possible relevance during certain self/scene motions, oculomotor reactions</td>
<td align="left">Possible relevance for individual differences; partially related to evolution</td>
</tr>
</tbody>
</table>
</table-wrap>
</sec>
<sec id="s4">
<title>Concluding Recommendations to the Research Community</title>
<p>We thank the authors for contributing many provocative studies. As is common in research, as many questions were raised as were answered. Answering the key cybersickness questions requires controlled, labor-intensive research entailing:<list list-type="simple">
<list-item>
<p>1. Assessment of relevant stimulus experiences (<ext-link ext-link-type="uri" xlink:href="https://doi.org/10.3389/frvir.2020.582108">Jasper et&#x20;al.</ext-link>) and past susceptibility (<ext-link ext-link-type="uri" xlink:href="https://doi.org/10.3389/frvir.2021.576871">Golding et&#x20;al.</ext-link>): This is vital to interpretation and such measures can be used as covariates to improve analyses.</p>
</list-item>
<list-item>
<p>2. Larger samples (e.g., <xref ref-type="bibr" rid="B17">Moss and Muth, 2011</xref>) than have commonly been employed (e.g., <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.3389/frvir.2021.582156">Kim et&#x20;al.</ext-link>; <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.3389/frvir.2020.582169">Shahnewaz Ferdous et&#x20;al.</ext-link>), in order to deal with high individual variability in susceptibility (<xref ref-type="bibr" rid="B13">Lawson, 2014a</xref>).</p>
</list-item>
<list-item>
<p>3. Stimuli that elicit functionally relevant cybersickness (<xref ref-type="bibr" rid="B24">Stanney et&#x20;al., 2014</xref>
<xref ref-type="fn" rid="fn10">
<sup>10</sup>
</xref>), to avoid basement effects or detection of statistical differences lacking clear functional significance (e.g., <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.3389/frvir.2020.582095">Hemmerich et&#x20;al.</ext-link>).</p>
</list-item>
<list-item>
<p>4. Managing sessions and session intervals to reduce carry-over effects which may confound studies with many cybersickness sessions held closely together (e.g., <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.3389/frvir.2020.582095">Hemmerich et&#x20;al.</ext-link>; <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.3389/frvir.2021.582156">Kim et&#x20;al.</ext-link>). Sickening VR or simulator studies should ideally <underline>limit the number of sessions to three</underline> (<xref ref-type="bibr" rid="B14">Lawson et&#x20;al., 2009</xref>
<xref ref-type="fn" rid="fn11">
<sup>11</sup>
</xref>) <underline>and allow 1&#xa0;week of recovery between sessions</underline>, to reduce visual-vestibular and vergence-accommodation carry-over effects due to adaptation (<xref ref-type="bibr" rid="B4">Dai et&#x20;al., 2011</xref>) or sensitization (<xref ref-type="bibr" rid="B6">Dizio and Lackner, 2000</xref>), as well as learning, fatigue, classical conditioning, subject attrition, and ultradian variation (<xref ref-type="bibr" rid="B14">Lawson et&#x20;al., 2009</xref>; <xref ref-type="bibr" rid="B13">Lawson, 2014a</xref>) (Comparable session guidelines need to be established for AR studies.)</p>
</list-item>
<list-item>
<p>5. Careful establishment of measures, e.g., whenever &#x201c;objective&#x201d; indicators of cybersickness are considered (<ext-link ext-link-type="uri" xlink:href="https://doi.org/10.3389/frvir.2020.582204">Stauffert et&#x20;al.</ext-link>; <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.3389/frvir.2020.582169">Shahnewaz Ferdous et&#x20;al.</ext-link>; <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.3389/frvir.2020.582095">Hemmerich et&#x20;al.</ext-link>); researchers should realize that specificity needs more emphasis (<xref ref-type="bibr" rid="B2">Bos and Lawson, 2021</xref>), and an established symptom scale is required for validation (<xref ref-type="bibr" rid="B12">Lawson, 2014b</xref>).</p>
</list-item>
</list>
</p>
</sec>
</body>
<back>
<sec id="s5">
<title>Author Contributions</title>
<p>All authors listed have made a substantial, direct and intellectual contribution to the work, and approved it for publication.</p>
</sec>
<sec id="s6">
<title>Author Disclaimer</title>
<p>The views expressed in this document are those of the authors and do not necessarily reflect the official policy or position of the Department of the Navy, Department of Defense, nor the US. Government. Dr. Lawson is an employee of the US. Government. This work was prepared as part of his official duties. Title 17 US. C. 1O5 provides that &#x201c;Copyright protection under this title is not available for any work of the United&#x20;States Government.&#x201d;</p>
</sec>
<sec sec-type="COI-statement" id="s7">
<title>Conflict of Interest</title>
<p>KS was employed by the Design Interactive,&#x20;Inc.</p>
<p>The remaining author declares that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.</p>
</sec>
<sec sec-type="disclaimer" id="s8">
<title>Publisher&#x2019;s Note</title>
<p>All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article, or claim that may be made by its manufacturer, is not guaranteed or endorsed by the publisher.</p>
</sec>
<ack>
<p>The authors thank fellow editors Charles M. Oman, Ph.D. (Mann-Vehicle Laboratory, Massachusetts Institute of Technology), Stephan Palmisano (University of Wollongong, Australia), and Douglas A. Bowman (Virginia Tech) for ably shepherding some of the papers in this research&#x20;topic.</p>
</ack>
<fn-group>
<fn id="fn1">
<label>1</label>
<p>AR overlays virtual images on a partial view of the real world. While AR often causes less visual-vestibular conflict, vergence-accommodation problems may persist.</p>
</fn>
<fn id="fn2">
<label>2</label>
<p>
<ext-link ext-link-type="uri" xlink:href="https://s2019.siggraph.org/conference/programs-events/organization-events/frontiers-workshops/cybersickness-causes-and-solutions/">https://s2019.siggraph.org/conference/programs-events/organization-events/frontiers-workshops/cybersickness-causes-and-solutions/</ext-link>
</p>
</fn>
<fn id="fn3">
<label>3</label>
<p>
<ext-link ext-link-type="uri" xlink:href="https://ieda.ust.hk/dfaculty/so/VIMS2020/">https://ieda.ust.hk/dfaculty/so/VIMS2020/</ext-link>
</p>
</fn>
<fn id="fn4">
<label>4</label>
<p>A VR was used. Our recommendations for futures studies of this type are at the end of this editorial.</p>
</fn>
<fn id="fn5">
<label>5</label>
<p>Four measures are yielded by SSQ (Total Sickness Score, Disorientation score, Nausea Score, and Oculomotor score) (<xref ref-type="bibr" rid="B10">Kennedy et al., 1993</xref>). Five within-device balance-related measures were tried (two sway measures, one sway-driven dodgeball task, and one questionnaire).</p>
</fn>
<fn id="fn6">
<label>6</label>
<p>Defined as the amount of sway associated with visual scene oscillation, where a high ratio implies an inability to down-weigh visual information and is a hypothesized cybersickness contributor.</p>
</fn>
<fn id="fn7">
<label>7</label>
<p>
<ext-link ext-link-type="uri" xlink:href="https://doi.org/10.3389/frvir.2020.581132">Curry et&#x20;al.</ext-link> (&#x23;9) also posit that their findings are (indirectly) inconsistent with a causal cybersickness role for vection.</p>
</fn>
<fn id="fn8">
<label>8</label>
<p>Stanney et&#x20;al. and Keshavarz et&#x20;al. provide (and evaluate) the source materials.</p>
</fn>
<fn id="fn9">
<label>9</label>
<p>
<ext-link ext-link-type="uri" xlink:href="https://doi.org/10.3389/frvir.2020.587698">Palmisano et&#x20;al.</ext-link> (&#x23;5) hypothesize a new conflict between virtual versus physical head&#x20;pose.</p>
</fn>
<fn id="fn10">
<label>10</label>
<p>Moderate-to-medium cybersickness severity occurs at 20&#x2013;28 SSQ points (Table&#x20;31.3), and 20 points is where some subjects would quit (personal communication, Dr. Stanney, 1 May 2020).</p>
</fn>
<fn id="fn11">
<label>11</label>
<p>See p. 16&#x2013;17.</p>
</fn>
</fn-group>
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