## 1 Introduction  
Although virtual reality technology (VR) has achieved amazing development and has reached technological maturity since 2012, when the so-called second wave of VR in 2012 began with the announcement of Oculus Rift, there are still some major drawbacks for technology acceptance, and broader user adoption are the health-oriented effects this technology has on humans. Terms such as VR sickness, Cybersickesss, VRISE (VR-induced symptoms and effects), VIMS (visually induced motion sickness), simulator sickness, etc., describe those side effects and are often used interchangeably. In the present paper, we use the term VRISE to describe the side effects of VR usage. VRISE manifests in feelings of dizziness, disorientation, eyestrain, fatigue, nausea, etc., and it manifests during and after exposure to a virtual environment (VE). Sometimes, it causes side effects that can last for a prolonged time (hours, even days) [1]. Those side effects are disembarkment syndrome, recurrence of travel sickness, troubled hand-eye coordination, worsened vestibulo-ocular reflex, and postural instability. VRISE also has a negative aftereffect on cognitive performance [2, 3]. Studies have shown that 30% to over 80% of users experience side effects from VR usage [4]. VRISE symptoms are polysymptomatic (many symptoms) and polygenic (manifested symptoms differ from individual to individual) [4]. The effect of VRISE on users also affects technology acceptance, since experiencing side effects from VR usage, users would not be motivated to use the technology in the future or even recommend its usage to others. According to [PERSON] [5], VR is defined as a technology that induces targeted behavior in an organism by using artificial sensory stimulation, while the organism has little or no awareness of the interference. VR technology stimulates multiple senses and, assisted by multimodal interactions, creates the illusion of presence in VE. The human brain must integrate real-time vision, hearing, vestibular, and proprioceptive inputs to produce the compelling and captivating feeling of immersion in a VE [6]. In VR, there is no external force that influences vestibular stimulation, and there should be at least one mechanism for visual motion control that results in concordant visual and vestibular information [7]. Similar to the VR are augmented (AR) and mixed reality (MR) technologies, but they use a different approach. While VR aims to substitute virtual for real stimulation for one or many sensory organs, the AR and MR blends real and virtual stimulations [8]. The difference between AR and MR is that, in AR, the real world remains central to the experience, enhanced with digital information overlay, and, in MR, real and virtual worlds are intertwined, which allows for interaction and manipulation of both the physical and virtual environments. Through the usage of the Simultaneous Localization and Tracking (SLAM) technique, the space around the user is recognized, which allows for the virtual (digital) objects to be integrated into and responsive to the real world. Experiencing VR is possible with head-mounted displays (HMD), projector-based immersive rooms (CAVE or C-Automatic Virtual Environment), and large monitors that can also provide an interesting immersive experience. A Taxonomy of current VR display devices is given in [9]:  
* Portable HMD devices:
* With a mobile phone as a display and processing unit (Samsung Gear VR, Google Cardboard, Google Daydream, Zeiss VR One etc.) * Stand-alone (All-In-One) portable VR devices (Oculus Go, Oculus Quest 2, Lenovo/Google Mirage Solo, Pico Neo 2/G2 etc.) * Wired HMD devices:
* With a wired connection to a powerful computer for their operation (Oculus Rift S, HTC Vive Cosmos, Valve Index, OSVR, Windows Mixed Reality devices, Varijo VR etc.)