English
 
User Manual Privacy Policy Disclaimer Contact us
  Advanced SearchBrowse

Item

ITEM ACTIONSEXPORT
 
 
DownloadE-Mail
  Circular, linear, and curvilinear vection in a large-screen virtual environment with floor projection

Trutoiu, L., Mohler, B., Schulte-Pelkum, J., & Bülthoff, H. (2009). Circular, linear, and curvilinear vection in a large-screen virtual environment with floor projection. Computers and Graphics, 33(1), 47-58. doi:10.1016/j.cag.2008.11.008.

Item is

Basic

show hide
Item Permalink: http://hdl.handle.net/11858/00-001M-0000-0013-C5B9-0 Version Permalink: http://hdl.handle.net/21.11116/0000-0002-BA8D-E
Genre: Journal Article

Files

show Files

Locators

show

Creators

show
hide
 Creators:
Trutoiu, LC1, 2, Author              
Mohler, BJ1, 2, Author              
Schulte-Pelkum, J1, 2, Author              
Bülthoff, HH1, 2, Author              
Affiliations:
1Max Planck Institute for Biological Cybernetics, Max Planck Society, ou_1497794              
2Department Human Perception, Cognition and Action, Max Planck Institute for Biological Cybernetics, Max Planck Society, ou_1497797              

Content

show
hide
Free keywords: -
 Abstract: 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, user discomfort and perceived speed data for the experience of linear, circular, and curvilinear vection in a large-screen, immersive, virtual environment. As a first step we evaluated the effectiveness of a floor projection on the perception of vection for four trajectories: linear forward, linear backward, circular left, and circular right. The floor projection, which considerably extended the field of view, was found to significantly improve the introspective measures of linear, but not circular, vection experienced in a photo-realistic three-dimensional town. In a second study we investigated the differences between 12 different motion trajectories on the illusion of self-motion. In this study we found 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 found that while linear forward vection is not perceived to be very convincing, curvilinear forward vection is reported to be as convincing as circular vection. In a third and final experiment we investigated the perceived speed for all different trajectories and acquired data based on simulator sickness questionnaires to compute a discomfort factor associated with each type of trajectory. Considering our experimental results, we offer suggestions for increasing the sense of self-motion in simulators and VE applications, specifically 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.

Details

show
hide
Language(s):
 Dates: 2009-02
 Publication Status: Published in print
 Pages: -
 Publishing info: -
 Table of Contents: -
 Rev. Type: -
 Identifiers: DOI: 10.1016/j.cag.2008.11.008
BibTex Citekey: 5583
 Degree: -

Event

show

Legal Case

show

Project information

show

Source 1

show
hide
Title: Computers and Graphics
Source Genre: Journal
 Creator(s):
Affiliations:
Publ. Info: New York : Pergamon
Pages: - Volume / Issue: 33 (1) Sequence Number: - Start / End Page: 47 - 58 Identifier: ISSN: 0097-8493
CoNE: https://pure.mpg.de/cone/journals/resource/954925466253