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Studies have shown that locomotion techniques cause unpleasant effects related to cybersickness. In this article, we report on the results of a user study (N\u00a0=\u00a029) aimed to investigate and compare three types of locomotion techniques in VR in terms of their impact on cybersickness. The different locomotion techniques are tested in two different contrast scene settings, daytime and nighttime, to further explore the potential impact of scene contrast adjustments. For the evaluation of cybersickness, we used a questionnaire to obtain subjective ratings, and heart rate monitoring as an objective metric. Results show that a linear movement locomotion technique provokes the highest level of cybersickness, and that women have a higher heart rate as compared to men when navigating and interacting in a VR scene. Regarding the influence of scene contrast, results showed that scenes with daylight were better suited to participants in almost all tested scenarios. In addition to reported findings related to locomotion techniques and the impact on cybersickness, we highlight that a key contribution is the utilized test methodology.<\/jats:p>","DOI":"10.1002\/cav.2103","type":"journal-article","created":{"date-parts":[[2022,7,11]],"date-time":"2022-07-11T07:05:12Z","timestamp":1657523112000},"update-policy":"http:\/\/dx.doi.org\/10.1002\/crossmark_policy","source":"Crossref","is-referenced-by-count":0,"title":["The impact of locomotion techniques on user experience on virtual reality on light of different scene contrasts"],"prefix":"10.1002","volume":"34","author":[{"ORCID":"http:\/\/orcid.org\/0000-0002-1366-0281","authenticated-orcid":false,"given":"Ana","family":"Agi\u0107","sequence":"first","affiliation":[{"name":"University of Zagreb, Faculty of Graphic Arts Zagreb Croatia"}]},{"given":"Lidija","family":"Mandi\u0107","sequence":"additional","affiliation":[{"name":"University of Zagreb, Faculty of Graphic Arts Zagreb Croatia"}]},{"given":"Lea","family":"Skorin\u2010Kapov","sequence":"additional","affiliation":[{"name":"University of Zagreb, Faculty of Electrical Engineering and Computing Zagreb Croatia"}]}],"member":"311","published-online":{"date-parts":[[2022,7,11]]},"reference":[{"issue":"6","key":"e_1_2_8_2_1","first-page":"77","article-title":"Environments and system types of virtual reality technology in STEM: a survey","volume":"8","author":"Saeed A","year":"2017","journal-title":"Int J Adv Comput Sci Appl"},{"key":"e_1_2_8_3_1","first-page":"1456","volume-title":"Handbook of virtual environments: design, implementation, and applications","author":"Kelly HS","year":"2015"},{"key":"e_1_2_8_4_1","doi-asserted-by":"publisher","DOI":"10.1007\/BF02009710"},{"key":"e_1_2_8_5_1","first-page":"15","article-title":"QUALINET white paper on definitions of immersive media experience (IMEx)","volume":"10","author":"Perkis A","year":"2020","journal-title":"Eur Netw Qual Exp Multimed Syst Serv 14th QUALINET Meet"},{"key":"e_1_2_8_6_1","doi-asserted-by":"publisher","DOI":"10.1145\/2810054"},{"key":"e_1_2_8_7_1","doi-asserted-by":"publisher","DOI":"10.1145\/333329.333344"},{"key":"e_1_2_8_8_1","doi-asserted-by":"publisher","DOI":"10.1007\/s10055\u2010016\u20100285\u20109"},{"key":"e_1_2_8_9_1","unstructured":"BarrettJ.Side effects of virtual environments: A review of the literature \u2010 report [Internet]. 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