Taiga Oyama

dblp:412/5194 · DBLP profile ↗
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1ranked-venue papers
1as first author
1since 2021 · last 2025
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Haptics and multimodal interaction · 87% Wearable and physiological sensing · 13%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
locomotion
0.912025
Pseudo-Walking Sensation by Anteroposterior or Lateral Galvanic Vestibular Stimulation and Synchronous Foot-Sole Vibrations · IEEE Trans. Vis. Comput. Graph. 2025
Haptics and multimodal interaction
electrical stimulation
0.912025
Pseudo-Walking Sensation by Anteroposterior or Lateral Galvanic Vestibular Stimulation and Synchronous Foot-Sole Vibrations · IEEE Trans. Vis. Comput. Graph. 2025
Haptics and multimodal interaction › vestibular stimulation
galvanic vestibular stimulation
0.912025
Pseudo-Walking Sensation by Anteroposterior or Lateral Galvanic Vestibular Stimulation and Synchronous Foot-Sole Vibrations · IEEE Trans. Vis. Comput. Graph. 2025

Methods — techniques the papers use, named apart from their topics

galvanic vestibular stimulation · 1.7foot-sole vibration · 1.7
YearPublicationVenuePosition
2025 Pseudo-Walking Sensation by Anteroposterior or Lateral Galvanic Vestibular Stimulation and Synchronous Foot-Sole Vibrations
abstract
The walking sensation is a result of the synthesis of multisensory inputs from various systems. The vestibular system, typically used for detecting acceleration, is a crucial component of the walking sensation. This study investigated the use of galvanic vestibular stimulation(GVS) to enhance the sensation of walking in virtual reality (VR) environments, particularly when users are seated and not engaged in active movements. GVS is a transcutaneous electric stimulation technique to evoke vestibular sensory responses and involves the application of a penetrating current to vestibular afferents. This study revealed that the pseudo-walking sensation can be intensified by applying lateral GVS. However, no difference was observed when it was synchronized with the walking rhythm represented by foot-sole vibration patterns. Furthermore, the study compares the effectiveness of lateral versus anterior-posterior GVS in enhancing walking sensations in VR. The findings provide novel perspectives on enhancing the VR walking experience through vestibular stimulation, even in scenarios in which the user is seated.
Taiga Oyama, Kazuma Aoyama, Tomohiro Amemiya
IEEE Trans. Vis. Comput. Graph.1