1 Introduction
One of the major challenges facing cybersickness research is the lack of standardization in the development of virtual reality (VR) environments, locomotion styles, and reduction techniques. This leads to prolonged development cycles and inconsistencies across studies on the same topic. Furthermore, essential information such as translational and rotational speed/acceleration, and duration of acceleration is often missing from the literature, making it challenging to evaluate and compare results from different studies. Additionally, the VR content sources used in research papers (e.g., 360 videos or VR game source code) are rarely made publicly available, hindering replicability.