Stimulus Sampling With 360-Videos: Examining Head Movements, Arousal, Presence, Simulator Sickness, and Preference on a Large Sample of Participants and Videos

As the public use of virtual reality (VR) scales, understanding how users engage across various sources of VR content is critical. 360-video is popular due to its ease of both creation and access. There are, however, few studies of 360-videos, and they…