Illusory Self-Motion in Virtual Environments

Author(s):  
Lawrence Hettinger ◽  
Tarah Schmidt-Daly ◽  
David Jones ◽  
Behrang Keshavarz
Author(s):  
Alex F. Lim ◽  
Jonathan W. Kelly ◽  
Nathan C. Sepich ◽  
Lucia A. Cherep ◽  
Grace C. Freed ◽  
...  

1992 ◽  
Vol 1 (3) ◽  
pp. 306-310 ◽  
Author(s):  
Lawrence J. Hettinger ◽  
Gary E. Riccio

Visually induced motion sickness is a syndrome that occasionally occurs when physically stationary individuals view compelling visual representations of self-motion. It may also occur when detectable lags are present between head movements and recomputation and presentation of the visual display in helmet-mounted displays. The occurrence of this malady is a critical issue for the future development and implementation of virtual environments. Applications of this emerging technology are likely to be compromised to the extent that users experience illness and/or incapacitation. This article presents an overview of what is currently known regarding the relationship between visually specified self-motion in the absence of inertial displacement and resulting illness and perceptual-motor disturbances.


2008 ◽  
Vol 17 (1) ◽  
pp. 43-56 ◽  
Author(s):  
Aleksander Väljamäe ◽  
Pontus Larsson ◽  
Daniel Västfjäll ◽  
Mendel Kleiner

Sound is an important, but often neglected, component for creating a self-motion illusion (vection) in Virtual Reality applications, for example, motion simulators. Apart from auditory motion cues, sound can provide contextual information representing self-motion in a virtual environment. In two experiments we investigated the benefits of hearing an engine sound when presenting auditory (Experiment 1) or auditory-vibrotactile (Experiment 2) virtual environments inducing linear vection. The addition of the engine sound to the auditory scene significantly enhanced subjective ratings of vection intensity in Experiment 1 and vection onset times but not subjective ratings in Experiment 2. Further analysis using individual imagery vividness scores showed that this disparity between vection measures was created by participants with higher kinesthetic imagery. On the other hand, for participants with lower kinesthetic imagery scores, the engine sound enhanced vection sensation in both experiments. A high correlation with participants' kinesthetic imagery vividness scores suggests the influence of a first person perspective in the perception of the engine sound. We hypothesize that self-motion sounds (e.g., the sound of footsteps, engine sound) represent a specific type of acoustic body-centered feedback in virtual environments. Therefore, the results may contribute to a better understanding of the role of self-representation sounds (sonic self-avatars), in virtual and augmented environments.


Author(s):  
Robert S. Kennedy ◽  
Kay M. Stanney ◽  
Jannick Rolland ◽  
Mark J. Ordy ◽  
Andrew P. Mead

Vection refers to the compelling visual illusion of self-motion experienced in virtual environments by stationary individuals when viewing moving visual surrounds. Early research with these perceptions generally employed a vertically striped drum of about 1.5 meters in diameter. The illusion of self-motion or vection generated in these optokinetic drums is particularly useful for studying the effects of optic flow imagery in virtual environments because the subject determines the precise time at which the vection occurs and the nauseogenic experience is stopped; thus problems of motion sickness, nausea, and vomiting can be monitored and/or minimized. This vection, presumably related to the reflexive optokinetic nystagmus (OKN), experimentally presents a non-invasive neural visual response which may be safely used for the investigation of possible motion sickness symptoms ranging from the so called Sopite syndrome to the nausea and vomiting which may be experienced in some virtual environments. Further, to be able to examine the effects of color, texture, and differing scene content, we constructed a vection drum with easily reconfigurable displays. Therefore, for stimulus material, instead of the conventional black and white stripes, we employed differing patterns of household wallpaper. Results showed that, while equal amounts of vection were produced with the wallpaper, one pattern appeared to produce less sickness.


2019 ◽  
Author(s):  
Lucia Cherep ◽  
Alex Lim ◽  
Jonathan Kelly ◽  
Alec Ostrander ◽  
Stephen B. Gilbert

Teleporting is a popular interface to allow virtual reality users to explore environments that are larger than the available walking space. When teleporting, the user positions a marker in the virtual environment and is instantly transported without any self-motion cues. Five experiments were designed to evaluate the spatial cognitive consequences of teleporting, and to identify environmental cues that could mitigate those costs. Participants performed a triangle completion task by traversing two outbound path legs before pointing to the unmarked path origin. Locomotion was accomplished via walking or two common implementations of the teleporting interface distinguished by the concordance between movement of the body and movement through the virtual environment. In the partially concordant teleporting interface, participants teleported to translate (change position) but turned the body to rotate. In the discordant teleporting interface, participants teleported to translate and rotate. Across all 5 experiments, discordant teleporting produced larger errors than partially concordant teleporting which produced larger errors than walking, reflecting the importance of translational and rotational self-motion cues. Furthermore, geometric boundaries (room walls or a fence) were necessary to mitigate the spatial cognitive costs associated with teleporting, and landmarks were helpful only in the context of a geometric boundary.


2008 ◽  
Vol 17 (3) ◽  
pp. 283-292 ◽  
Author(s):  
Frederick Bonato ◽  
Andrea Bubka ◽  
Stephen Palmisano ◽  
Danielle Phillip ◽  
Giselle Moreno

The optic flow patterns generated by virtual reality (VR) systems typically produce visually induced experiences of self-motion (vection). While this vection can enhance presence in VR, it is often accompanied by a variant of motion sickness called simulator sickness (SS). However, not all vection experiences are the same. In terms of perceived heading and/or speed, visually simulated self-motion can be either steady or changing. It was hypothesized that changing vection would lead to more SS. Participants viewed an optic flow pattern that either steadily expanded or alternately expanded and contracted. In one experiment, SS was measured pretreatment and after 5 min of viewing using the Simulator Sickness Questionnaire. In a second experiment employing the same stimuli, vection onset and magnitude were measured using a computer-interfaced slide indicator. The steadily expanding flow pattern, compared to the expanding and contracting pattern, led to: 1) significantly less SS, 2) lower subscores for nausea, oculomotor, and disorientation symptoms, 3) more overall vection magnitude, and 4) less changing vection. Collectively, these results suggest that changing vection exacerbates SS.


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