vMocion is Preparing Something Exciting For Virtual Reality Users - VR Life

GVS Technology Gearing Up To Give You A Better Experience

GVS technology

Just one bad experience with a virtual reality headset can leave a person with no desire to ever try virtual reality again.

One of the main problems is the disparity between the visual perception of motion given to you by the virtual reality headset, and your inner ear telling you that you’re still standing motionless. When there is enough miscommunication you begin to get a bit queasy.

vMocion is trying to fix this issue by using technology developed over 10 years of research by Mayo Clinic’s Aerospace Medicine & Vestibular Research Laboratory. The technology is named Galvanic Vestibular Stimulation (GVS), and it utilized strategically-placed electrodes to fool a user’s inner-ear into thinking it is in motion.

If this is timed properly, it can allow a user to feel completely immersed in their current setting and actually feel when the car they are driving turns or spins out.

The technology was initially developed for the U.S. Defense Department to provide a realistic simulation of a rotor failure in helicopter flight simulators. This is probably not the first time you have heard of this technology.  Earlier this month Samsung debuted a special project called the Entrim 4D headphones.

The chair of the audiology department at the Mayo Clinic, Dr. Michael Cevette, shared his thoughts that the differences between Entrim 4D and the technology by vMocion are akin to the differences between Gear VR and Oculus Rift.

Entrim 4D utilizes a pair of electrodes to measure movement circling a fixed point, while vMocion allows for three-dimensions of motion stimulation. This technology uses four electrodes placed behind the ears, on the forehead and at the bottom of the neck. They are then “all linked in real-time so that any movement in the visual field launches a synchronized GVS command,” says Cevette.

vMocion’s 3v platform uses its tech to transform simulated motion in existing 2D and 3D content into GVS stimulation, it’s not just adding more electrodes. This means that developers won’t have to specifically put this technology into virtual reality games. Movies watchers will be able to have a pleasant experience on a wide swath of virtual reality content as well.

Cevette said that the GVS technology enhances a user’s feeling of presence inside the content not only preventing negative bodily reactions. He added, “It enhances your immersion because not only are you seeing and anticipating how you would feel, but you actually feel the motion because the inner-ear is stimulated consistently with how you would expect.”

VMocion is simply licensing their technology to any company that wants to check out potential uses for the GVS technology, like many virtual reality companies with new technology that could see dozens of potential applications.

Whether you are a user who just wants to be about to play virtual reality without a vomit bag in hand, or you just want to feel more present in the game, GVS technology has some major potential in the VR world, coming to a store near you.

 

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