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Virtual Acceleration with Galvanic Vestibular Stimulation in Virtual Reality Environment

Published: 12 March 2005 Publication History

Abstract

This study describes the relation between the vection produced by optical flow and that created by galvanic vestibular stimulation. Vection is the illusion of self motion and is most often experienced when an observer views a large screen display containing a translating pattern. This illusion has only limited fidelity and duration unless it is reinforced by confirming vestibular information. Galvanic vestibular stimulation (GVS) can directly produce the sensation of vection.

Cited By

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  • (2019)Guided Walking to Direct Pedestrians toward the Same DestinationProceedings of the 10th Augmented Human International Conference 201910.1145/3311823.3311835(1-8)Online publication date: 11-Mar-2019
  • (2019)Adding Proprioceptive Feedback to Virtual Reality Experiences Using Galvanic Vestibular StimulationProceedings of the 2019 CHI Conference on Human Factors in Computing Systems10.1145/3290605.3300905(1-14)Online publication date: 2-May-2019
  • (2018)VRSpinningProceedings of the 2018 Designing Interactive Systems Conference10.1145/3196709.3196755(99-108)Online publication date: 8-Jun-2018
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Information

Published In

cover image Guide Proceedings
VR '05: Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
March 2005
195 pages
ISBN:0780389298

Publisher

IEEE Computer Society

United States

Publication History

Published: 12 March 2005

Author Tags

  1. galvanic vestibular stimulus
  2. motion sickness
  3. vection

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Cited By

View all
  • (2019)Guided Walking to Direct Pedestrians toward the Same DestinationProceedings of the 10th Augmented Human International Conference 201910.1145/3311823.3311835(1-8)Online publication date: 11-Mar-2019
  • (2019)Adding Proprioceptive Feedback to Virtual Reality Experiences Using Galvanic Vestibular StimulationProceedings of the 2019 CHI Conference on Human Factors in Computing Systems10.1145/3290605.3300905(1-14)Online publication date: 2-May-2019
  • (2018)VRSpinningProceedings of the 2018 Designing Interactive Systems Conference10.1145/3196709.3196755(99-108)Online publication date: 8-Jun-2018
  • (2018)Design Guideline for Developing Safe Systems that Apply Electricity to the Human BodyACM Transactions on Computer-Human Interaction10.1145/318474325:3(1-36)Online publication date: 8-Jun-2018
  • (2016)Modeling the Enhancement Effect of Countercurrent on Acceleration Perception in Galvanic Vestibular StimulationProceedings of the 13th International Conference on Advances in Computer Entertainment Technology10.1145/3001773.3001785(1-6)Online publication date: 9-Nov-2016
  • (2016)Optical MarionetteProceedings of the 29th Annual Symposium on User Interface Software and Technology10.1145/2984511.2984545(705-716)Online publication date: 16-Oct-2016
  • (2016)DeceptiBikeProceedings of the 9th Nordic Conference on Human-Computer Interaction10.1145/2971485.2971513(1-10)Online publication date: 23-Oct-2016
  • (2016)Balance NinjaProceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play10.1145/2967934.2968080(159-170)Online publication date: 16-Oct-2016
  • (2011)"Vection field" for pedestrian traffic controlProceedings of the 2nd Augmented Human International Conference10.1145/1959826.1959845(1-8)Online publication date: 13-Mar-2011
  • (2009)Modification of visual and vestibular control of posture by long-term adaptation to body-movement-yoked visual motion and galvanic vestibular stimulationProceedings of the 15th Joint virtual reality Eurographics conference on Virtual Environments10.5555/2383947.2383977(137-143)Online publication date: 7-Dec-2009

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