scholarly journals Identifying Objective EEG Based Markers of Linear Vection in Depth

2016 ◽  
Vol 7 ◽  
Author(s):  
Stephen Palmisano ◽  
Robert J. Barry ◽  
Frances M. De Blasio ◽  
Jack S. Fogarty
Keyword(s):  
Perception ◽  
1998 ◽  
Vol 27 (3) ◽  
pp. 363-372 ◽  
Author(s):  
Irini Giannopulu ◽  
Jean-Claude Lepecq

The present study investigates the onset latencies for linear vection along both the spinal and the sagittal axis in erect human adults. For each axis, both directions have been investigated (upward vs downward, forward vs backward). The vection-onset latency is thought to be shortened by the decrease of the conflict between visual and vestibular afferents. Since this sensory conflict can be presumed to be more important in the horizontal sagittal axis than in the vertical spinal one, the vection-onset latencies have been hypothesised to be longer in the former case than in the latter. Additionally, since the magnitude of this sensory conflict can be presumed to be the same between the two opposite directions within each axis, the vection-onset latencies have been expected not to vary between directions within each axis. The results confirm both these hypotheses.


Perception ◽  
1992 ◽  
Vol 21 (3) ◽  
pp. 337-349 ◽  
Author(s):  
Laura Telford ◽  
Jonathan Spratley ◽  
Barrie J Frost

Illusory self-motion (vection) is thought to be determined by motion in the peripheral visual field, whereas stimulation of more central retinal areas results in object-motion perception. Recent data suggest that vection can be produced by stimulation of the central visual field provided it is configured as a more distant surface. In this study vection strength (tracking speed, onset latency, and the percentage of trials where vection was experienced) and the direction of self-motion produced by displays moving in the central visual field were investigated. Apparent depth, introduced by using kinetic occlusion information, influenced vection strength. Central displays perceived to be in the background elicited stronger vection than identical displays appearing in the foreground. Further, increasing the eccentricity of these displays from the central retina diminished vection strength. If the central and peripheral displays were moved in opposite directions, vection strength was unaffected, and the direction of vection was determined by motion of the central display on almost half of the trials when the centre was far. Near centres produced fewer centre-consistent responses. A complete understanding of linear vection requires that factors such as display size, retinal locus, and apparent depth plane are considered.


2000 ◽  
Vol 50 (3) ◽  
pp. 315-321 ◽  
Author(s):  
Tetsuya Kawakita ◽  
Shinsuke Kuno ◽  
Yozo Miyake ◽  
Satoru Watanabe

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.


2010 ◽  
Vol 3 (9) ◽  
pp. 493-493 ◽  
Author(s):  
D. L Morse ◽  
J. J Rieser

2007 ◽  
Vol 16 (6) ◽  
pp. 265-272
Author(s):  
Luminita Tarita-Nistor ◽  
Esther G. González ◽  
Ashley J. Spigelman ◽  
Martin J. Steinbach

The effects of stimulus eccentricity, visual angle, and fixation on linear vection (sensation of self-translation induced by large moving scenes) were examined in healthy young people. Three aspects of vection were measured: latency, total vection time, and strength. The results showed that when peripheral and central stimuli are equal in area, they induce similar vection, but only when they are presented with a fixation cross. When presented without a fixation cross, peripheral stimuli are more effective in inducing vection than central stimuli. In addition, central stimuli with a fixation cross elicited more vection than central stimuli without a fixation cross. Fixation had no influence on the vection induced by peripheral stimuli. These findings indicate that statements about the role of central and peripheral stimuli of equal area in inducing vection should be made only in conjunction with reports about whether these stimuli are presented with or without fixation.


1995 ◽  
Vol 57 (1) ◽  
pp. 35-42 ◽  
Author(s):  
Theodore R. Carpenter-Smith ◽  
Robert G. Futamura ◽  
Donald E. Parker

2012 ◽  
Vol 22 (2,3) ◽  
pp. 105-116 ◽  
Author(s):  
Pearl S. Guterman ◽  
Robert S. Allison ◽  
Stephen Palmisano ◽  
James E. Zacher

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