IEEE Trans Vis Comput Graph. 2022 May;28(5):2234-2244. doi: 10.1109/TVCG.2022.3150506. Epub 2022 Apr 8.
In this paper we propose omnidirectional galvanic vestibular stimulation (GVS) to mitigate cybersickness in virtual reality applications. One of the most accepted theories indicates that Cybersickness is caused by the visually induced impression of ego motion while physically remaining at rest. As a result of this sensory mismatch, people associate negative symptoms with VR and sometimes avoid the technology altogether. To reconcile the two contradicting sensory perceptions, we investigate GVS to stimulate the vestibular canals behind our ears with low-current electrical signals that are specifically attuned to the visually displayed camera motion. We describe how to calibrate and generate the appropriate GVS signals in real-time for pre-recorded omnidirectional videos exhibiting ego-motion in all three spatial directions. For validation, we conduct an experiment presenting real-world 360° videos shot from a moving first-person perspective in a VR head-mounted display. Our findings indicate that GVS is able to significantly reduce discomfort for cybersickness-susceptible VR users, creating a deeper and more enjoyable immersive experience for many people.
在本文中,我们提出全向电前庭刺激(GVS)来减轻虚拟现实应用中的晕动症。最被接受的理论之一表明,晕动症是由视觉引起的自我运动印象引起的,而身体实际上处于静止状态。由于这种感觉不匹配,人们将负面症状与 VR 联系起来,有时甚至完全避免使用该技术。为了协调这两种相互矛盾的感觉,我们研究 GVS 以用低电流电信号刺激我们耳朵后面的前庭管,这些信号专门针对视觉显示的相机运动进行了调整。我们描述了如何实时校准和生成适用于在所有三个空间方向上显示自我运动的预录制全向视频的适当 GVS 信号。为了验证,我们进行了一项实验,在 VR 头戴式显示器中呈现从移动第一人称视角拍摄的真实 360°视频。我们的研究结果表明,GVS 能够显著减轻对晕动症敏感的 VR 用户的不适,为许多人创造更深入、更愉快的沉浸式体验。