<p>Head-mounted displays (HMDs) create uniquely immersive experiences that depend largely on the visual and vestibular (balance) systems working together when users interact with their virtual environment (i.e., by physically moving their heads/bodies). However, vestibular stimulation is typically inconsistent with visual stimulation when stationary users passively view simulations of self-motion, leading to profound declines in feelings of “being there” in the virtual environment (presence). This study investigated how manipulating visual-vestibular interactions using “artificial” vestibular stimulation affects HMD users’ experiences of illusory self-motion (vection), presence and cybersickness. Participants stood upright to view displays simulating self-motion in depth (radial flow) with/without visually simulated lateral head oscillation at 0.4&#xa0;Hz (visual oscillation). During half of their trials, they also received 0.4&#xa0;Hz direct-current galvanic vestibular stimulation (GVS) that artificially simulated interaural head acceleration. Four conditions were tested: (i) pure radial flow without GVS (PRF), (ii) oscillating radial flow without GVS (OSCIL), (iii) oscillating radial flow and GVS consistent with the visual oscillation (GVS [+]), or (iv) oscillating radial flow and the GVS inversely coupled to the visual oscillation (GVS [−]). Centre of foot pressure (CoP) data were recorded using a force plate throughout each trial. Subjective ratings of vection, presence, cybersickness and GVS comfort were also obtained after each exposure. We found that the GVS [+] condition: (i) generated the most compelling vection (+ 22.1% compared to OSCIL), (ii) made participants feel more spatially present in the virtual environment (+ 15.6% compared to OSCIL), and (iii) generated the most tightly coupled postural responses to the GVS frequency (the largest increase in resonating sway frequency). While GVS [+] and GVS [−] did not significantly affect cybersickness, they did reduce user comfort. GVS was found to enhance vection and presence best when it was consistent with the visually simulated head oscillation. These perceptual enhancements were accompanied by GVS-based changes to their medial–lateral postural sway. The findings provide new directions to artificially enhance HMD user experiences while in virtual reality.</p>

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Enhancing HMD-VR user experiences with galvanic vestibular stimulation

  • Peter Wagner,
  • Stephen Palmisano,
  • Rahm Ranjan,
  • Shinichi Iwasaki,
  • Juno Kim

摘要

Head-mounted displays (HMDs) create uniquely immersive experiences that depend largely on the visual and vestibular (balance) systems working together when users interact with their virtual environment (i.e., by physically moving their heads/bodies). However, vestibular stimulation is typically inconsistent with visual stimulation when stationary users passively view simulations of self-motion, leading to profound declines in feelings of “being there” in the virtual environment (presence). This study investigated how manipulating visual-vestibular interactions using “artificial” vestibular stimulation affects HMD users’ experiences of illusory self-motion (vection), presence and cybersickness. Participants stood upright to view displays simulating self-motion in depth (radial flow) with/without visually simulated lateral head oscillation at 0.4 Hz (visual oscillation). During half of their trials, they also received 0.4 Hz direct-current galvanic vestibular stimulation (GVS) that artificially simulated interaural head acceleration. Four conditions were tested: (i) pure radial flow without GVS (PRF), (ii) oscillating radial flow without GVS (OSCIL), (iii) oscillating radial flow and GVS consistent with the visual oscillation (GVS [+]), or (iv) oscillating radial flow and the GVS inversely coupled to the visual oscillation (GVS [−]). Centre of foot pressure (CoP) data were recorded using a force plate throughout each trial. Subjective ratings of vection, presence, cybersickness and GVS comfort were also obtained after each exposure. We found that the GVS [+] condition: (i) generated the most compelling vection (+ 22.1% compared to OSCIL), (ii) made participants feel more spatially present in the virtual environment (+ 15.6% compared to OSCIL), and (iii) generated the most tightly coupled postural responses to the GVS frequency (the largest increase in resonating sway frequency). While GVS [+] and GVS [−] did not significantly affect cybersickness, they did reduce user comfort. GVS was found to enhance vection and presence best when it was consistent with the visually simulated head oscillation. These perceptual enhancements were accompanied by GVS-based changes to their medial–lateral postural sway. The findings provide new directions to artificially enhance HMD user experiences while in virtual reality.