抄録
The cause of VR sickness by virtual reality systems with a dynamic movement such as sports are investigated. In this paper, we deal with the VR sickness by a virtual reality snowboard system as an example. Empirically, the players of the system do not cause discomfort but audiences sometimes feel discomfort. On the other hands, visual images are dynamically changed in such systems. Thus, we investigate the cause of the VR sickness by the VR snowboard system based on play patterns of active and passive conditions with or without head motions. From the experimental results, we suggest that head motion are indispensable since the VOR are required to generate fast eye movement in order to capture the motion changes by eyeball and the phase plays an important role to prevent VR sickness.