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.
Authors
- Muhammad Hammad Musaddiq (ORCID: https://orcid.org/0000-0002-8656-4194)
- Aishah Siddiquah
- Khalid Abdullah R. Aljohani
- Shuja Ansari
- Wasim Ahmad
Publication Details
- Journal
- ENLIGHTEN (Jurnal Bimbingan dan Konseling Islam)
- Published
- 2026-04-20
- Primary Topic
- Virtual Reality Applications and Impacts
- Type
- article
- Field-Weighted Citation Impact
- 0.00