Turkish Adaptation of the CSQ-VR
For patients and families
In plain language
An automatic summary of structured registry data. It is an orientation aid, not a substitute for the official protocol or a physician assessment.
- What is being studied
- This is an observational study: the protocol does not assign a study treatment.
- Who it may be relevant to
- Registry conditions: Healthy Volunteers. Basic parameters: 18 years — 30 years · All.
- What needs checking
- Age, condition and sex are only basic indicators. Prior treatment, laboratory values and other mandatory requirements appear in the eligibility criteria below.
- Where it takes place
- Turkey (Türkiye)
- Next step
- Save the trial, show it to the treating physician, and confirm current recruitment with the study center. Costs, documents and travel →
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Official title
Turkish Validity and Reliability of CyberSickness in Virtual Reality Questionnaire
Overview
The Cybersickness in Virtual Reality Questionnaire (CSQ-VR) is a tool designed to measure the presence and intensity of cybersickness symptoms experienced in VR. The CSQ-VR is an adapted and improved version of the Cybersickness section of the Virtual Reality Neuroscience Questionnaire (VRNQ). The aim of this study is to examine the validity and reliability of the Turkish version of the CSQ-VR.
Detailed description
Alongside the many innovations brought by virtual reality, some users may experience the phenomenon of cybersickness. Symptoms of cybersickness include nausea, disorientation, and oculomotor disturbances. Although cybersickness shares similarities with simulator sickness, it differs in terms of the frequency and severity of symptoms. In particular, users who experience cybersickness report increased overall discomfort due to nausea and disorientation. Cybersickness is also distinct from motion sickness, as cybersickness is triggered by visual stimulation, whereas motion sickness is induced by actual physical movement.
Although there is no comprehensive theoretical framework for cybersickness, the most common and dominant explanation is the sensory conflict theory. This framework suggests that the symptomatology of cybersickness arises from a sensory conflict between the vestibular (inner ear) and visual systems. Simply put, the perception of postural balance depends on a combination of visual, vestibular, and proprioceptive inputs. It is assumed that conflicting motion perception cues from these systems cause cybersickness. The technological source of this conflict is vection, an illusory sense of self-motion induced in VR. Vection is considered one of the main causes of cybersickness in VR. In particular, movements such as linear and angular accelerations are reported to provoke cybersickness in users.
Primary outcome measures
- Cybersickness in Virtual Reality Questionnaire [Time frame: Immediately after a single VR session (~1 hour)]
Secondary outcome measures (1)
- Simulator Sickness Questionnaire [Time frame: Immediately after a single VR session (~1 hour)]
Eligibility criteria
Inclusion criteria
- Voluntary agreement to participate in the study
- Ability to stand and walk independently
Exclusion criteria
- Presence of amblyopia, strabismus, or pathologies impairing focus, depth perception, or normal 3D vision
- Failure on the butterfly test of the Titmus stereotest
Criteria are shown verbatim from the registry (in English). Final eligibility is always assessed by the study center.
Healthy volunteers: Yes
Study design
- Observational model
- Other
Study locations
Turkey (Türkiye) · 1 center
- Abant Izzet Baysal University Faculty of Health Science — Bolu
Identifiers
NCT: NCT07247773 · AIBU-FTR-BENLI-008