User Experience in VR-Based Laboratory Induction: Balancing Simulation Sickness and Enjoyment

Virtual Reality (VR) is increasingly used to provide students with access to environments that are difficult to visit physically, particularly high-sensitivity facilities such as nanofabrication laboratories and cleanrooms. This study investigates the effectiveness of different VR-based training modalities for laboratory familiarisation, with a focus on user experience rather than performance outcomes. A total of 39 participants took part in the study and were assigned to one of three VR training approaches: instructor-led livestream VR, AI avatar–based interaction, and self-paced 360° VR tours (Matterport). The evaluation focuses on two post-session user experience metrics: simulation sickness (SS) and enjoyment. The results reveal a statistically significant negative correlation between SS and enjoyment (r = 0.335, p = 0.037), indicating that increased discomfort reduces the overall quality of training experience. These findings highlight the importance of selecting appropriate VR training modalities and adopting comfort-aware design principles when deploying VR in high-precision laboratory environments. The study provides empirical insights to support the design of effective, acceptable, and scalable VR-based training solutions for advanced laboratory and industrial settings.

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Publication Details

Journal
ENLIGHTEN (Jurnal Bimbingan dan Konseling Islam)
Published
2026-04-20
Primary Topic
Virtual Reality Applications and Impacts
Type
article
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article

User Experience in VR-Based Laboratory Induction: Balancing Simulation Sickness and Enjoyment

Muhammad Hammad Musaddiq, Aishah Siddiquah, Khalid Abdullah R. Aljohani, Shuja Ansari et al.
ENLIGHTEN (Jurnal Bimbingan dan Konseling Islam)
Virtual Reality Applications and Impacts
article

User Experience in VR-Based Laboratory Induction: Balancing Simulation Sickness and Enjoyment

Muhammad Hammad Musaddiq, Aishah Siddiquah, Khalid Abdullah R. Aljohani, Shuja Ansari, Wasim Ahmad
article en

Abstract

Virtual Reality (VR) is increasingly used to provide students with access to environments that are difficult to visit physically, particularly high-sensitivity facilities such as nanofabrication laboratories and cleanrooms. This study investigates the effectiveness of different VR-based training modalities for laboratory familiarisation, with a focus on user experience rather than performance outcomes. A total of 39 participants took part in the study and were assigned to one of three VR training approaches: instructor-led livestream VR, AI avatar–based interaction, and self-paced 360° VR tours (Matterport). The evaluation focuses on two post-session user experience metrics: simulation sickness (SS) and enjoyment. The results reveal a statistically significant negative correlation between SS and enjoyment (r = 0.335, p = 0.037), indicating that increased discomfort reduces the overall quality of training experience. These findings highlight the importance of selecting appropriate VR training modalities and adopting comfort-aware design principles when deploying VR in high-precision laboratory environments. The study provides empirical insights to support the design of effective, acceptable, and scalable VR-based training solutions for advanced laboratory and industrial settings.

ENLIGHTEN (Jurnal Bimbingan dan Konseling Islam)
Industry, innovation and infrastructure
Openalex Percentile: Top 4%
Virtual Reality Applications and Impacts
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