I. Introduction
Virtual Reality (VR) technology is increasingly seeing the integration of its applications into the areas of gaming [26], training [33], education [11], therapy [112], sports [62], driving and perception research [19], [39], [109], etc. Even with the technology’s continuous permeation into our lives, its widespread adoption remains long overdue. This can largely be attributed to cybersickness (CS), an affliction akin to motion sickness (MS) which often accompanies VR experiences, inhibiting its sustained usage. Cybersickness strongly manifests in virtual experiences that involve motion wherein the user experiences vection or visual stimulation suggestive of self-motion in the absence of real body motion [49]. The malady is hence often referred to as visually induced motion sickness (VIMS) and includes similar undesirable symptoms such as dizziness, disorientation, nausea, fatigue, pallor, headache, eye strain, etc. [49], [55]. Given that modern VR applications often feature expansive, immersive virtual environments (IVEs) that involve travel and exploration, there is an increased potential for the manifestation of CS, making it highly important to study factors that affect its onset and severity in attempting to mitigate its deleterious effects. The research community continues to explore novel countermeasures for the diminution and excision of CS, an affliction that may require a combination of remedies as opposed to a solitary stratagem.