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How to Use Multi-pole Galvanic Vestibular Stimulation for Virtual Reality Application

Published: 04 April 2018 Publication History

Abstract

Galvanic Vestibular Stimulation (GVS) is a technique that induces virtual acceleration (or virtual head motion) by applying electrical current to electrodes placed on the bilateral mastoids. Since the vestibular sensation also closely reality of experience, it is a promising technique for virtual reality (VR) systems for presenting a highly realistic experience. However, the usual GVS can induce only lateral directional acceleration sensation. Thus, we invented four-pole GVS is able to induce multi directional virtual acceleration (i.e., lateral, anteroposterior, and yaw rotation). This method could realize the novel head set which can adding virtual motion sensation and virtual impacts sensation. In this paper, we explain two examples of new applications named "GVS RIDE" and "Beaten by Virtual Character" which gives a highly realistic experience using four-pole GVS and a Head Mounted Display (HMD) in synchronization.

References

[1]
Rebeccca J St George., Brian L Day. and Richard C Fitzpatrick. 2011. Adaptation of vestibular signals for self-motion perception J. Physiol. 589, 4, 843--853.
[2]
Séverac Cauquil A., Martinez P., Ouaknine, M., and Tardy-Gervet, M, F., 2000, Orientation of the body response to galvanic stimulation as a function of the inter-vestibular imbalance, Exp. Brain Res., 133, 501--505.
[3]
Kazuma Aoyama., Hiroyuki Iizuka., Hideyuki Ando and Taro Maeda, 2015. Four-pole Galvanic Vestibular Stimulation Causes Body Sway about Three Axes. Sci. Rep. 5, 10168;

Cited By

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  • (2023)Effects of bone-conducted vibration stimulation of various frequencies on the vertical vectionScientific Reports10.1038/s41598-023-42589-x13:1Online publication date: 21-Sep-2023
  • (2022)REVES: Redirection Enhancement Using Four-Pole Vestibular Electrode StimulationCHI Conference on Human Factors in Computing Systems Extended Abstracts10.1145/3491101.3519626(1-7)Online publication date: 27-Apr-2022
  • (2021)Effect of the Peripheral Visual Field Elements of 3D Video Clips on Body SwayUniversal Access in Human-Computer Interaction. Design Methods and User Experience10.1007/978-3-030-78092-0_26(394-404)Online publication date: 3-Jul-2021
  • Show More Cited By

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  1. How to Use Multi-pole Galvanic Vestibular Stimulation for Virtual Reality Application

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    cover image ACM Other conferences
    VRIC '18: Proceedings of the Virtual Reality International Conference - Laval Virtual
    April 2018
    173 pages
    ISBN:9781450353816
    DOI:10.1145/3234253
    • Conference Chair:
    • Simon Richir
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    • Laval Virtual: Laval Virtual

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 04 April 2018

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    Author Tags

    1. GVS RIDE
    2. galvanic vestibular stimulation
    3. multi direction
    4. virtual head motion

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    Cited By

    View all
    • (2023)Effects of bone-conducted vibration stimulation of various frequencies on the vertical vectionScientific Reports10.1038/s41598-023-42589-x13:1Online publication date: 21-Sep-2023
    • (2022)REVES: Redirection Enhancement Using Four-Pole Vestibular Electrode StimulationCHI Conference on Human Factors in Computing Systems Extended Abstracts10.1145/3491101.3519626(1-7)Online publication date: 27-Apr-2022
    • (2021)Effect of the Peripheral Visual Field Elements of 3D Video Clips on Body SwayUniversal Access in Human-Computer Interaction. Design Methods and User Experience10.1007/978-3-030-78092-0_26(394-404)Online publication date: 3-Jul-2021
    • (2020)Development of a conversion model between mechanical and electrical vestibular stimuliJournal of Neurophysiology10.1152/jn.00276.2019123:2(548-559)Online publication date: 1-Feb-2020
    • (2020)Effect of Background Element Difference on Regional Cerebral Blood Flow While Viewing Stereoscopic Video ClipsUniversal Access in Human-Computer Interaction. Design Approaches and Supporting Technologies10.1007/978-3-030-49282-3_25(355-365)Online publication date: 10-Jul-2020
    • (2019)Novel Display Using Percutaneous Electrical Stimulation for Virtual RealityHuman Interface and the Management of Information. Information in Intelligent Systems10.1007/978-3-030-22649-7_1(3-14)Online publication date: 29-Jun-2019

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