# The Effect of Training in Virtual Reality on the Precision of Hand Movements
## 1 Introduction
One of the uses of VR can be helping those with autism to lessen social anxiety and frustration and improve academic and social skills. Individuals with autism suffer from the impairment of social functions, which leads to difficulties in social interaction, communication, and emotion recognition [15; 16]. The fact that VR systems can allow users to explore immersive 3D environments from any location at any time could have a profound impact on science education [17]. VR allows the exploration of hidden phenomena and distant locations and the manipulation of otherwise immutable objects [18]. For instance, VR gives medical students the possibility to explore delicate internal organs that would otherwise require cadaver dissection [19]. When working with VR applications, it is important to understand that eventually the problem of cyber sickness arises, and it is very helpful to know where it is coming from and how to combat it if possible. Visually induced motion sickness is a syndrome that occasionally occurs when physically stationary individuals view compelling visual representations of self-motion. It may also occur when detectable lags are present between head movements and recomputation and the presentation of the visual display in helmet-mounted displays [20]. When creating a simulation in VR, thinking ahead about all the potential factors that could negatively influence participants in any way is crucial, as cyber sickness can have negative effects on experimental results. Research suggests there are various relationships between different factors, such as VR training experience, engagement, immersion, etc. and the level of stress from training in VR [21]. Thus, having that and other factors influencing cyber sickness in mind, we tried to create a VR training simulation that was as simple and easy as possible. There is also evidence that the weight of the head-mounted display can cause discomfort in the users' necks and shoulders, and if participants have to rotate their heads due to an activity in VR, their discomfort level grows [22]. In our training the participants had to simply stand in one place and look down at the table where the shape models were located. Rotation of the head was not required. We tried to minimize this and other factors that could cause VR sickness. As cyber sickness is very similar to motion sickness, there are many aspects that they share, thus making it possible to borrow some solutions from motion sickness and apply them to cyber sickness. There is a wide variety of research being conducted in the field of VR on cyber sickness: cyber sickness in different types of moving images [23], comparison of one-screen and three-screen displays [24; 25], relationship between age and sickness level [26], and a gender effect on cyber sickness [27; 28]. Research on virtual environments (VEs) has provided converging evidence that being placed in a VE with a head-mounted display (HMD) can lead to motion sickness (MS) [29] Previous studies suggest that a twenty-minute exposure to VREs (virtual reality environments) can increase cyber sickness (CS) symptoms in over 60% of participant [30]. It has been noted that some users might exhibit symptoms of CS, both during and after experiencing VR [31; 32]. CS is different from MS in that the users are stationary, but they have a compelling sense of motion as the visual imagery changes [33; 34]. Currently there is a debate concerning VR technology and VR cyber sickness. Some argue that the problem of VR sickness is inherent in this technology itself and that as long as there is mismatch between what is visually perceived and what is physically sensed, fixing the VR display properties will not address the root cause [35].