TY - GEN
T1 - Circular, linear, and curvilinear vection in a large-screen virtual environment with floor projection
AU - Trutoiu, Laura C.
AU - Mohler, Betty
AU - Schulte-Pelkumm, Jörg
AU - Bülthoff, Heinrich H.
PY - 2008
Y1 - 2008
N2 - Vection is defined as the compelling sensation of illusory self-motion elicited by a moving sensory, usually visual, stimulus. This paper presents collected introspective data on the experience of linear, circular, and curvilinear vection. We evaluate the differences between twelve different trajectories and the influence of the floor projection on the illusion of self-motion. All of the simulated self-motions examined are of a constant velocity, except for a brief simulated initial acceleration. First, we find that linear translations to the left and right are perceived as the least convincing, while linear down is perceived as the most convincing of the linear trajectories. Second, we And that the floor projection significantly improves the introspective measures of linear vection experienced in a photorealistic three-dimensional town. Finally, we find that while linear forward vection is not perceived to be very convincing, curvilinear forward vection is reported to be as convincing as circular vection. Considering our experimental results, our suggestions for simulators and VE applications where vection is desirable is to increase the number of curvilinear trajectories (as opposed to linear ones) and, if possible, add floor projection in order to improve the illusory sense of self-motion.
AB - Vection is defined as the compelling sensation of illusory self-motion elicited by a moving sensory, usually visual, stimulus. This paper presents collected introspective data on the experience of linear, circular, and curvilinear vection. We evaluate the differences between twelve different trajectories and the influence of the floor projection on the illusion of self-motion. All of the simulated self-motions examined are of a constant velocity, except for a brief simulated initial acceleration. First, we find that linear translations to the left and right are perceived as the least convincing, while linear down is perceived as the most convincing of the linear trajectories. Second, we And that the floor projection significantly improves the introspective measures of linear vection experienced in a photorealistic three-dimensional town. Finally, we find that while linear forward vection is not perceived to be very convincing, curvilinear forward vection is reported to be as convincing as circular vection. Considering our experimental results, our suggestions for simulators and VE applications where vection is desirable is to increase the number of curvilinear trajectories (as opposed to linear ones) and, if possible, add floor projection in order to improve the illusory sense of self-motion.
KW - K.6.1 [virtual reality]: Self motion perception
KW - Virtual reality; K.7.m [optic flow]
UR - http://www.scopus.com/inward/record.url?scp=50249136728&partnerID=8YFLogxK
U2 - 10.1109/VR.2008.4480760
DO - 10.1109/VR.2008.4480760
M3 - Conference contribution
AN - SCOPUS:50249136728
SN - 9781424419715
T3 - Proceedings - IEEE Virtual Reality
SP - 115
EP - 120
BT - IEEE Virtual Reality 2008, VR
T2 - IEEE Virtual Reality 2008, VR
Y2 - 8 March 2008 through 12 March 2008
ER -