## 4 Method
### Metrics  
In our study, we used existing, established standard methods (questionnaires). The usage of standard methods, which were already used and validated in other studies, also enabled comparing the results. For assessing the VRISE levels, we used the Simulator Sickness Questionnaire (SSQ) [27], Fast Motion Sickness Score (FMS) [28], and a novel Virtual Reality Neuroscience Questionnaire (VRNQ) [29]--VRISE subscale. We used the Spatial Presence Experience Scale (SPES) [30] for assessing the presence. For the user experience, we used the short version of the User Experience Questionnaire (UEQ-S) [31] and the VRNQ Questionnaire--User Experience subscale. The SSQ Questionnaire is the most widely used questionnaire in VR studies for assessing VRISE. The SSQ consists of 16 items, where participants give a score of 0 (none), 1 (slight), 2 (moderate), or 3 (severe) to 16 individual symptoms of VR Sickness. The SSQ can be administered before and after the virtual experience. The SSQ Questionnaire provides a total SSQ scale (SSQ-T), which consists of three subscales of nausea (SSQ-N), disorientation (SSQ-D), and oculomotor (SSQ-O). Nausea includes symptoms such as stomach awareness, increased salivation, and nausea itself. Oculomotor includes eyestrain, headache, and blurred vision, and disorientation includes symptoms such as dizziness, vertigo, and difficulty focusing. By combining scores from multiple symptoms, a score for each subscale is calculated. From these partial scores, the total SSQ score is calculated, where higher scores indicate greater VRISE levels. The scoring procedure was conducted in the manner recommended by [PERSON] et al. [27]. FMS is a single-item verbal rating scale where participants gave a score from 0 (no sickness at all) to 20 (frank sickness) to evaluate the level of their sickness they felt in the virtual experience. In contrast to the SSQ Questionnaire, where the VRISE levels are measured before or after the virtual experience, FMS enables tracking sickness levels during the virtual experience and capturing its time course. Participants had to focus on nausea, general discomfort, and stomach problems and take these parameters into account when making their judgments. They were asked to ignore other possible distorting effects, such as nervousness, boredom, or fatigue. UEQ-S contains eight items rated through the 7-stage Likert scale, measuring two dimensions (quality aspects) of user experience:  
* Pragmatic Quality: described interaction qualities related to the tasks or goals the user aims to reach when using the product. * Hedonic Quality: did not relate to tasks and goals but described aspects related to pleasure or fun while using the product. The items are scaled from \(-3\) to \(+3\). Higher scores indicate greater levels of agreement with scales, while lower scores indicate greater levels of disagreement. Thus, \(-3\) represents the most negative answer (fully agreeing with the negative term), \(0\) a neutral answer, and \(+3\) the most positive answer (fully agreeing with the positive term). All scores above one are considered as a positive evaluation. We decided to use a short version of the UEQ Questionnaire, because the main focus of the study was not evaluating the user experience, consequently reducing the duration of questionnaires that had to be fulfilled. Besides that, we also included a VRNQ questionnaire, which also assessed user experience and is dedicated for use in virtual reality. VRNQ is a novel questionnaire that assesses and reports both the quality of software features and VRISE intensity. It can be used to determine the quality of VR software in terms of user experience, game mechanics, in-game assistance, and VRISE. It is composed of four sections (User Experience, Game mechanics, In-game assistance, and VRISE), each section having five items rated through a 7-stage Likert scale, ranging from extremely low (1) to extremely high (7).