  Virtual reality (VR) is an imminent trend in games, education, entertainment,
military, and health applications, as the use of head-mounted displays is
becoming accessible to the mass market. Virtual reality provides immersive
experiences but still does not offer an entirely perfect situation, mainly due
to Cybersickness (CS) issues. In this work, we first present a detailed review
about possible causes of CS. Following, we propose a novel CS prediction
solution. Our system is able to suggest if the user may be entering in the next
moments of the application into an illness situation. We use Random Forest
classifiers, based on a dataset we have produced. The CSPQ (Cybersickness
Profile Questionnaire) is also proposed, which is used to identify the player's
susceptibility to CS and the dataset construction. In addition, we designed two
immersive environments for empirical studies where participants are asked to
complete the questionnaire and describe (orally) the degree of discomfort
during their gaming experience. Our data was achieved through 84 individuals on
different days, using VR devices. Our proposal also allows us to identify which
are the most frequent attributes (causes) in the observed discomfort
situations.
