Title :
Towards lean and elegant self-motion simulation in virtual reality
Author :
Riecke, Bernhard E. ; Schulte-Pelkum, Jörg ; Caniard, Franck ; Bulthoff, Heinrich H.
Author_Institution :
Max Planck Inst. for Biol. Cybern., Tubingen, Germany
Abstract :
Despite recent technological advances, convincing self-motion simulation in virtual reality (VR) is difficult to achieve, and users often suffer from motion sickness and/or disorientation in the simulated world. Instead of trying to simulate self-motions with physical realism (as is often done for, e.g., driving or flight simulators), we propose in this paper a perceptually oriented approach towards self-motion simulation. Following this paradigm, we performed a series of psychophysical experiments to determine essential visual, auditory, and vestibular/tactile parameters for an effective and perceptually convincing self-motion simulation. These studies are a first step towards our overall goal of achieving lean and elegant self-motion simulation in virtual reality (VR) without physically moving the observer. In a series of psychophysical experiments about the self-motion illusion (circular vection), we found that (i) vection as well as presence in the simulated environment is increased by a consistent, naturalistic visual scene when compared to a sliced, inconsistent version of the identical scene, (ii) barely noticeable marks on the projection screen can increase vection as well as presence in an unobtrusive manner, (iii) physical vibrations of the observer´s seat can enhance the vection illusion, and (iv) spatialized 3D audio cues embedded in the simulated environment increase the sensation of self-motion and presence. We conclude that providing consistent cues about self-motion to multiple sensory modalities can enhance vection, even if physical motion cues are absent. These results yield important implications for the design of lean and elegant self-motion simulators.
Keywords :
haptic interfaces; human factors; psychology; virtual reality; visual perception; auditory parameters; circular vection; disorientation; human factors; motion sickness; motion simulation; multimodal cue integration; naturalistic visual scene; perceptually oriented approach; physical realism; presence; projection screen; psychophysical experiments; seat vibrations; self-motion illusion; self-motion simulation; sensory modalities; spatial orientation; spatialized 3D audio cues; tactile parameters; vection illusion; vestibular parameters; virtual reality; visual parameters; Aerospace simulation; Biological system modeling; Chromium; Cybernetics; Human computer interaction; Information processing; Layout; Multimedia systems; Psychology; Virtual reality;
Conference_Titel :
Virtual Reality, 2005. Proceedings. VR 2005. IEEE
Conference_Location :
Bonn
Print_ISBN :
0-7803-8929-8
DOI :
10.1109/VR.2005.1492765