@techreport{oai:ipsj.ixsq.nii.ac.jp:00234467, author = {平野, 翔 and 藤嶋, 駿輔 and 木島, 竜吾 and Sho, Hirano and Shunsuke, Fujishima and Ryugo, Kizima}, issue = {29}, month = {May}, note = {本研究では,快適な VR 体験とVR の普及を妨げる要因の一つである VR 酔いの問題を解決するために眼球運動と VR 酔いの関係性を調査した.この関係性を明確にすることにより機械学習や深層学習等の高い処理能力を使用せずにリアルタイムで VR 酔いを予測することが期待される.屋内や屋外の映像,一般的なゲーム環境の映像を用意し,被験者実験を行った.その結果,眼球運動速度と VR 酔いとの関係性を明らかにした., In this study, we investigated the relationship between eye movements and VR sickness, which is one of the factors hindering the widespread adoption of VR and affecting the comfort of VR experiences. By clarifying this relationship, it is expected that real-time prediction of VR sickness can be achieved without the need for high processing power such as machine learning or deep learning. We conducted experiments with participants using indoor and outdoor videos as well as videos from typical gaming environments. As a result, we elucidated the relationship between eye movement speed and VR sickness.}, title = {VR酔いと眼球運動との関係}, year = {2024} }