Occasionally people come away from a VR experience feeling disoriented or unwell. It can feel like motion sickness, and typically is more prominent in those who suffer from motion sickness generally.
The biggest trigger is when the simulation contradicts the user’s sense of place or motion.
An example is “moving” the user without input, such as panning the viewpoint without any prompt from the user. It can also be caused by more subtle contradictions such as poor use of directional sound, high latency or low framerates.
In the L&D space it’s worth considering accessibility and thinking about how else the user can learn what you’re trying to teach if motion sickness prevents them from seeing through the experience.