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Toward Adaptive VR Design: Physiological and Cognitive Predictors of Cybersickness in Serious Games

ABOUT

A study of cybersickness predictors in a VR fishery-management serious game built in Unreal Engine 5. We recorded HRV, GSR, and HR from 105 participants and collected post-session cognitive load and duration ratings. Hierarchical regression on 94 complete cases explained 35.8% of the cybersickness variance, with duration dominating (β = 0.87), then cognitive load (β = 0.52) and GSR (β = 0.54). The results point to duration, cognitive load, and GSR as candidate inputs for adaptive VR comfort systems in serious games.

PUBLICATION INFO

VenueInternational Journal of Human-Computer Interaction (Taylor & Francis)
Date2026
TypeJournal Article
DOI10.1080/10447318.2026.2684064

AUTHORS

F. Annisa Damastuti, K. Firmansyah, Y. M. Arif, R. Yuniar Hakkun, M. Hariadi

ABSTRACT

Multivariate cybersickness prediction in a free-play VR serious game (UE5 fishery-management sim) using physiological signals, cognitive load, and session duration.

RESULTS

R² = 0.358 on 94 cases. Duration (β = 0.87), cognitive load (β = 0.52), and GSR (β = 0.54) emerged as the strongest predictors — candidate inputs for adaptive VR comfort systems.