Ozaki, TenchiTera, AkemiFujinami, TstutomuTanabe, TakeshiYem, Vibol2024-11-292024-11-292024978-3-03868-246-21727-530Xhttps://doi.org/10.2312/egve.20241385https://diglib.eg.org/handle/10.2312/egve20241385Cybersickness poses a major obstacle to using virtual reality, especially when visual stimuli and physical motion are misaligned. This study examines how speed variations in a virtual roller coaster simulation affect cybersickness. Participants experienced the simulation at five speeds (67km/h-202km/h) while their eye movement data (pupil size, blink count, gaze direction, pupil position) and Virtual Reality Sickness Questionnaire (VRSQ) were recorded. The findings showed that the lowest (67km/h) and highest (202km/h) speeds increased sickness, while moderate speed (135km/h) resulted in the least. Correlations between pupil size, blink count, gaze direction, pupil position, and VRSQ suggest these indicators may help predict VR-induced cybersickness. This study seeks to deepen understanding of the relationship between speed, eye movements, and cybersickness to improve methods for predicting and mitigating cyberSickness in VR environments.Attribution 4.0 International LicenseCCS Concepts: Human-centered computing → Virtual reality; General and reference → EvaluationHuman centered computing → Virtual realityGeneral and reference → EvaluationAnalyzing the Impact of Movement Speed on CyberSickness in Virtual Reality Using Eye-Tracking Data10.2312/egve.202413852 pages