Turkish Adaptation of the CSQ-VR

NCT ID: NCT07247773

Last Updated: 2025-11-25

Study Results

Results pending

The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.

Basic Information

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Recruitment Status

NOT_YET_RECRUITING

Total Enrollment

42 participants

Study Classification

OBSERVATIONAL

Study Start Date

2025-12-15

Study Completion Date

2028-01-15

Brief Summary

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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

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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.

Conditions

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Healthy Volunteers

Study Design

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Observational Model Type

OTHER

Study Time Perspective

PROSPECTIVE

Study Groups

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Healthy volunteer

A group of healthy participants will rate the symptoms induced in virtual reality using questionnaire items.

No interventions assigned to this group

Eligibility Criteria

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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
Minimum Eligible Age

18 Years

Maximum Eligible Age

30 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

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Abant Izzet Baysal University

OTHER

Sponsor Role lead

Responsible Party

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enes tayyip benli

Assistant Professor

Responsibility Role PRINCIPAL_INVESTIGATOR

Locations

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Abant Izzet Baysal University Faculty of Health Science

Bolu, Bolu, Turkey (Türkiye)

Site Status

Countries

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Turkey (Türkiye)

Other Identifiers

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AIBU-FTR-BENLI-008

Identifier Type: -

Identifier Source: org_study_id

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