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Perceptual and Cognitive Factors for Self-Motion Simulation in Virtual Environments: How Can Self-Motion Illusions (“Vection”) Be Utilized?

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Human Walking in Virtual Environments

Abstract

How can we convincingly simulate observer locomotion through virtual environments without having to allow for full physical observer movement? That is, how can we best utilize multi-modal stimulation to provide the compelling illusion of moving through simulated worlds while reducing the overall simulation effort? This chapter provides a review on the contribution and interaction of visual, auditory, vibrational, and biomechanical cues (e.g., walking) for self-motion perception and simulation in VR. We propose an integrative framework and discuss potential synergistic effects of perceptual and cognitive influences on self-motion perception in VEs. Based on this perspective, we envision a lean-and-elegant approach that utilizes multi-modal self-motion illusions and perceptual-cognitive factors in a synergistic manner to improve perceptual and behavioral effectiveness and reduce the demand for physical (loco-)motion interfaces to a more affordable level.

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Notes

  1. 1.

    Viewpoint jitter refers to a specific optic flow pattern that simulates the visual “jittering” effects of small head movements of the observer, similar to “camera shake”: For example, a constant, radially expanding optic flow pattern that simulates forward linear motion would get an additional jittering optic flow component on top if the visual effects of oscillating up-down head movements that occur during normal walking is added to the expanding optical flow field.

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Acknowledgments

This work was funded by Simon Fraser University, NSERC, the European Community (IST-2001-39223), and the Max Planck Society.

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Correspondence to Bernhard E. Riecke .

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Riecke, B.E., Schulte-Pelkum, J. (2013). Perceptual and Cognitive Factors for Self-Motion Simulation in Virtual Environments: How Can Self-Motion Illusions (“Vection”) Be Utilized?. In: Steinicke, F., Visell, Y., Campos, J., Lécuyer, A. (eds) Human Walking in Virtual Environments. Springer, New York, NY. https://doi.org/10.1007/978-1-4419-8432-6_2

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