1 Introduction
There is much speculation in the popular press about the potential health and safety consequences of virtual reality (VR) use [1],[2]. At the same time, there is little published scientific data on this topic, at least with regard to the current generation of consumer-grade VR devices, which have outpaced their predecessor devices of decades past, in terms of quality, comfort, and perceptual realism. With the continued ascent of VR as an emerging consumer technology with potential widespread applications, it becomes increasingly important to bring to bear scientific data on the speculation that exists about whether VR can be used safely and without undue adverse effects in specific settings. Indeed, VR is already being used in a variety of settings and by a variety of user types, including, for example, as a research tool to study various behaviors in children [3]–[5]. Another setting of potential widespread interest is an educational use case [6]. Teachers may want to employ VR to transport students into a specific geographic region or a particular historical moment with an unprecedented degree of realism and sense of presence. Similarly, museums may wish to augment their physical displays by curating virtual exhibits, presented in VR. Students may return to the museum on multiple sequential days during a field trip or as part of a museum-based class; or teachers may want to spend several days on the same topic, using VR on multiple days.