## 1 Introduction
Presence in a VE, the vivid feeling of being in, or the ability to interact with the VE can be enhanced when the user perceives the rest-frame to be a part of the virtual world instead of the real world [21]. This is suggested by a present hypothesis [13], which states: _The sense of presence in an environment reflects the degree to which that environment influences the selected rest-frame._ That is, presence in a virtual environment is related to the VE's ability to influence the sense of position, angular orientation, and motion. The experiment performed by [PERSON] et al. [23] supported the hypothesis that top-down or cognitive influences do play a considerable role in self-motion perception. Presence should be indicated by the relative influence on the subject's motion perception of virtual as opposed to real rest-frame cues--that is, the degree to which virtual cues overwhelm real cues [3]. This paper presents the influence of head-centric rest-frames on VRISE and user experiences in VE. In our study, the participants played a custom-designed 3D game with different scenes (forest, ancient desert, and village) and different types of head-centric rest-frames. One of the head-centric rest-frames was in central vision (glasses), and the other one was in peripheral vision (baseball hat). We analyzed the effects in two different game modes (high action and low action). The results showed that the usage of head-centric rest-frames negatively affected VRISE levels (more sickness) in the low action mode of the game. However, for the users experienced with VR technology, the VRISE disorientation symptoms were alleviated in a high action mode of the game when the rest-frames glasses were used. Rest-frames did not affect the user experience, except in the low action mode of the game, where the pragmatic quality was negatively affected by the usage of rest-frame glasses. The presence was only affected (less presence) when rest-frame glasses were used in the low action (LA) mode of the game. Additionally, no effect on the performance (obtained scores and completion time) was observed with the usage of rest-frames for both modes of the game. We did not find any differences between both types of rest-frames in terms of user experience, presence, and performance. In terms of VRISE levels, we found out that rest-frame glasses are more suitable for the users who are wearing distance spectacles and a baseball hat for non-wearers of distance spectacles. We compared the modes of the game in terms of VRISE, user experience, presence, and performance. We found significantly fewer disorientation symptoms and significantly fewer sickness symptoms assessed by the Fast Motion Sickness (FMS) Questionnaire for the LA mode of the game. For user experiences, it was found out that a better experience happened in the high action (HA) mode of the game for the short version of the User Experience Questionnaire (UEQ-S) Overall scores, for the UEQ-S Hedonic Quality scores,and the Virtual Reality Neuroscience Questionnaire (VRNQ)--User Experience. UEQ-S Pragmatic Quality subscale data showed that the UEQ-S Pragmatic Quality scores were significantly lower in the HA mode of the game. The results showed that, although the VRISE levels were higher in the HA mode of the game, the user experience was better, except for the pragmatic quality of the user experience. An impact on presence was found only between rest-frame conditions (higher presence) for the Spatial Presence Experience Scale (SPES) Total scores, as well as for the SPES Self-location and SPES Possible Actions subscales.