Causes of Cyber Sickness of VR Contents: An Experimental Study on the Viewpoint and Movement

VR 콘텐츠의 사이버 멀미 유발 요인: 시점과 움직임의 효과에 대한 실험 연구

  • 정지영 (연세대학교 정보대학원 UX 트랙) ;
  • 조광수 (연세대학교 정보대학원 UX 트랙) ;
  • 최진해 (LG전자) ;
  • 최준호 (연세대학교 정보대학원 UX 트랙)
  • Received : 2017.01.02
  • Accepted : 2017.04.06
  • Published : 2017.04.28


Despite a rapid market growth in VR, cyber sickness has become the most serious problem in terms of user experience. The aim of this study is to verify whether there are differences in user's perception of cyber sickness by the point-of-view and the movement in VR contents. An experimental testing of game playing with VR headset was conducted on the effects of two conditions: first-person and third-person views in the point-of-view condition, and yaw - pitch rotations in the head movement condition. The results showed that cyber sickness worsened in the first-person point-of-view and in the yaw rotation movement. Point-of-view and movement had main effects on the cyber sickness, but an interaction effect between point-of-view and movement was not found. Based on the findings, along with reducing VR sickness, we proposed practical implications for VR contents planning for building balanced VR user experience. Positive VR experience can be reinforced through visual design, multi-modal interface design, and experience marketing for the optimal level of contents immersion. A future research was suggested on the roll rotation for diverse content genre development.


Virtual Reality;Cyber Sickness;Point of View;Movements;Immersion


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