Computer Graphics
TU Braunschweig

Omnidirectional Galvanic Vestibular Stimulation in Virtual Reality


Omnidirectional Galvanic Vestibular Stimulation in Virtual Reality

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.

ERRATA: In the published version of this work there is an errata in the formulation of Equation (4). Also,  for better comprehension, we have explicitly added the formulation of the sign functionsgn(x). Both these corrections are already implemented in the version of the paper available for download here.

Video from the presentation at ACM SIGGRAPH 2022

 

Video from the presentation at IEEE VR Conference on Virtual Reality and 3D User Interfaces (IEEE VR 2022)

 

Further presented at the IEEE Visualization Conference (IEEE VIS 2022)


Author(s):Colin Groth, Jan-Philipp Tauscher, Nikkel Heesen, Max Hattenbach, Susana Castillo, Marcus Magnor
Published:March 2022
Type:Article
Journal:IEEE Transactions on Visualization and Computer Graphics (TVCG, Proc. IEEE VR) Vol. 28
DOI:10.1109/TVCG.2022.3150506
Presented at:IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2022
Note:Won "Honorable Mention for Best Journal Track Paper" at IEEE VR
Project(s): Immersive Digital Reality  Preventing Motion Sickness in VR 


@article{groth2022omnidirectional,
  title = {Omnidirectional Galvanic Vestibular Stimulation in Virtual Reality},
  author = {Groth, Colin and Tauscher, Jan-Philipp and Heesen, Nikkel and Hattenbach, Max and Castillo, Susana  and Magnor, Marcus},
  journal = {{IEEE} Transactions on Visualization and Computer Graphics ({TVCG}, Proc. {IEEE} {VR})},
  doi = {10.1109/{TVCG}.2022.3150506},
  volume = {28},
  number = {5},
  note = {Won "Honorable Mention for Best Journal Track Paper" at {IEEE} {VR}},
  pages = {2234--2244},
  month = {Mar},
  year = {2022}
}

Authors