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GVS IN XR

Discovering effectiveness of galvanic vestibular stimulation in virtual experiences

MY ROLE

Researcher, Programmer

Research, Web Protocol, Experience Design, Spatial Computing, Data Analysis

TAGS

DESCIPRTION

Research is needed to evaluate the effectiveness of GVS within VR head-mounted display (HMD) experiences. We compared it to the control sham method to determine how well galvanic vestibular stimulation (GVS) reduces cybersickness in VR.

PROJECT OBJECTIVES

> Determine the magnitude in which GVS reduces motion sickness by how long subjects can be in the VR experience. 

> Evaluate the efficacy of GVS concerning individual susceptibility to cybersickness within VR.

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STUDY DESIGN

The landscape generation replicates the Shelburne Australia coastline from DEM and CESIUM, ensuring geographical accuracy and a realistic sense of scale.

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DATA SYSTEM

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PHYSICAL SETUP - ELECTRODES DISTRIBUTION

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SCENARIOS 1

Classroom Settings

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SCENARIOS 2

Archaeology Site

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TEST CASE - LOCOMOTION 

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SCENARIO DESIGN

  • Controlled Tests While Seated:

    • Eye chart reading for visual and cognitive engagement.

    • Object tracking for visual and motor coordination.

    • Desk interaction tracing shapes with a marker.

  • Transition to Physical Movement:

    • Gradual integration of physical interaction like grabbing objects from a table or floor.

    • Locomotion tests involving walking forward and backward along lines for balance and spatial awareness.

  • Re-engagement with Stationary Task:

    • Returning to the desk for interactive tasks after movement.

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TEST CASE - WALK IN SPACE 

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SCENARIO DESIGN

  • Controlled Seated Tasks:

    • Observing and describing the virtual environment for spatial awareness and interpretative skills.

    • Object grabbing above the desk.

    • Controlled head movements for environmental interaction.

  • Movement and Manipulation Tasks:

    • Curved and linear walking paths to test locomotion in an immersive space.

    • Artifact interaction involving bending down, picking up, and placing objects for dexterity and precision.

  • Controller-based Interaction:

    • Using VR controllers for controlled navigation and object handling, emphasizing the impact of limited control on user experience.

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OTHER PROJECTS

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