Sensory Reweighting: A Common Mechanism for Subjective Visual Vertical and Cybersickness Susceptibility
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Lag or delay between virtual and real movements might decrease the sense of presence, impacting the user's immersion and reducing the therapeutic benefit of iVR.
“In addition, lag or delay between virtual and real movements might decrease the sense of presence, impacting the user’s immersion and reducing the therapeutic benefit of iVR [109].”
From SAFEvR MentalVeRse.app: Development of a Free Immersive Virtual Reality Exposure Therapy for Acrophobia and Claustrophobia (2024) · cites this paper as [109]
The Introduction (page unavailable) discusses sensory mismatch, cybersickness, and VR applications in therapy, but does not connect movement lag to presence or immersion. Searches for lag, latency, presence, immersion, and therapeutic benefit found no passage addressing the claimed causal chain. (LLM, conf=0.76)
Experimental — accuracy not yet measuredVR embodiment might not work for people with high proprioceptive acuity or aged individuals with more difficulties experiencing virtual embodiment in the first place.
“VR, where a person can feel embodied as an avatar, might not work for people with high proprioceptive acuity or aged individuals with more difficulties experiencing virtual embodiment in the first place [109].”
From SAFEvR MentalVeRse.app: Development of a Free Immersive Virtual Reality Exposure Therapy for Acrophobia and Claustrophobia (2024) · cites this paper as [109]
The Discussion and Conclusion (page numbers not provided) address sensory reweighting and cybersickness after VR exposure, not whether users can feel embodied as avatars. Searches for virtual embodiment, proprioceptive acuity, and age-related difficulty experiencing embodiment found no passage addressing the claim. (LLM, conf=0.77)
Experimental — accuracy not yet measuredNoise, light sources, or objects from the real world may disrupt the sense of presence, thus decreasing the immersive quality.
“Noise, light sources, or objects from the real world may also disrupt the sense of presence, thus decreasing the immersive quality [109].”
From SAFEvR MentalVeRse.app: Development of a Free Immersive Virtual Reality Exposure Therapy for Acrophobia and Claustrophobia (2024) · cites this paper as [109]
The Introduction discusses cybersickness and sensory reweighting, while Apparatus and Stimuli describes the VR setup; neither addresses real-world noise, light, or objects disrupting presence. Searches for presence, immersion, and external distractions found no passage supporting the claimed effect on immersive quality. (LLM, conf=0.74)
Experimental — accuracy not yet measured
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Gallagher, M. (2026) · Virtual Reality · doi:10.1007/s10055-026-01373-8 · Cited by 1 · see citing works
Vestibulomotor Weighting Associated with Cybersickness in Virtual RealityPreprint
Goar, M. H., & Barnett‐Cowan, M. (2026) · bioRxiv (Cold Spring Harbor Laboratory) · doi:10.64898/2026.05.04.722436
Self-citationBoudjemline, A., Bougard, C., Pergandi, J.-M., Ceyte, H., & Bringoux, L. (2026) · Research Square · doi:10.21203/rs.3.rs-10058802/v1
Hinkel-Lipsker, J. W., Delgado, C. Y., Bakalyan, T., Castanon, E., Dang, K., & Drew, S. A. (2026) · PRESENCE Virtual and Augmented Reality · doi:10.1162/pres.a.452
Perceptual Gravity Weighting Is Associated with Cybersickness Susceptibility During Virtual RealityPreprint
Goar, M. H., & Barnett‐Cowan, M. (2026) · bioRxiv (Cold Spring Harbor Laboratory) · doi:10.64898/2026.07.31.741852
Self-citationLin, L., Chen, H., Huang, X., Zhong, Q., Xue, S., Li, T., & Liang, Y. (2026) · Frontiers in Physiology · doi:10.3389/fphys.2026.1900961
- Authors
- Chung, W., & Barnett-Cowan, M.
- Affiliations
- University of Waterloo (CA)
- Corresponding author
- Chung, William
- ORCID
- Chung, William
- Venue
- Virtual Reality
- Published
- 2023-04-01
- Volume
- 27
- Issue
- 3
- Pages
- 2029-2041
- ISSN
- 1359-4338 (ISSN-L)
- 1434-9957
- OpenAlex
- W4362585462
- Cited by
- 26
- References
- 79
- Citations by year
- 2026: 8 · 2025: 6 · 2024: 11 · 2023: 1
- FWCI
- 4.49
- Type
- journal article
- Language
- en
- Open access
- green
- doi.org
- Licence
- Locations
- Virtual Reality (publishedVersion)
- bioRxiv (Cold Spring Harbor Laboratory) (acceptedVersion, cc-by-nc-nd)
- Funders
- Ontario Research Fund grant and Canadian Foundation for Innovation John R. Evans Leaders Fund Grant (32618)
- Natural Sciences and Engineering Research Council of Canada Grant (RGPIN-03977-2020)
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Life Sciences › Neuroscience › Neurology › Vestibular and auditory disorders
- Life Sciences › Neuroscience › Cognitive Neuroscience › Visual perception and processing mechanisms
- Keywords
- sensory reweighting, cybersickness, subjective visual vertical, virtual reality exposure, vestibular signals, body signals, sensory conflict, perceptual aftereffects
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