Oyama Taiga, Aoyama Kazuma, Amemiya Tomohiro
IEEE Trans Vis Comput Graph. 2024 Aug 29;PP. doi: 10.1109/TVCG.2024.3451565.
The walking sensation is a result of the synthesis of multisensory inputs from various systems. The vestibular system, typically used for detecting acceleration, is a crucial component of the walking sensation. This study investigated the use of galvanic vestibular stimulation(GVS) to enhance the sensation of walking in virtual reality (VR) environments, particularly when users are seated and not engaged in active movements. GVS is a transcutaneous electric stimulation technique to evoke vestibular sensory responses and involves the application of a penetrating current to vestibular afferents. This study revealed that the pseudo-walking sensation can be intensified by applying lateral GVS. However, no difference was observed when it was synchronized with the walking rhythm represented by foot-sole vibration patterns. Furthermore, the study compares the effectiveness of lateral versus anterior-posterior GVS in enhancing walking sensations in VR. The findings provide novel perspectives on enhancing the VR walking experience through vestibular stimulation, even in scenarios in which the user is seated.
行走感觉是各种系统多感官输入综合作用的结果。前庭系统通常用于检测加速度,是行走感觉的关键组成部分。本研究调查了使用直流电前庭刺激(GVS)来增强虚拟现实(VR)环境中的行走感觉,特别是当用户坐着且没有进行主动运动时。GVS是一种经皮电刺激技术,用于诱发前庭感觉反应,涉及向前庭传入神经施加穿透电流。该研究表明,通过施加横向GVS可以增强伪行走感觉。然而,当它与由鞋底振动模式表示的行走节奏同步时,未观察到差异。此外,该研究比较了横向与前后向GVS在增强VR中行走感觉方面的有效性。这些发现为通过前庭刺激增强VR行走体验提供了新的视角,即使在用户坐着的情况下也是如此。