DocumentCode
2391307
Title
Linear vection in virtual environments can be strengthened by discordant inertial input
Author
Wright, W.Geoffrey
Author_Institution
Brandeis Univ., Waltham, MA, USA
fYear
2009
fDate
3-6 Sept. 2009
Firstpage
1157
Lastpage
1160
Abstract
Visual and gravitoinertial sensory inputs are integrated by the central nervous system to provide a compelling and veridical sense of spatial orientation and motion. Although it´s known that visual input alone can drive this perception, questions remain as to how vestibular/ proprioceptive (i.e. inertial) inputs integrate with visual input to affect this process. This was investigated further by combining sinusoidal vertical linear oscillation (5 amplitudes between 0 m and plusmn0.8 m) with two different virtual visual inputs. Visual scenes were viewed in a large field-of-view head-mounted display (HMD), which depicted an enriched, hi-res, dynamic image of the actual test chamber from the perspective of a subject seated in the linear motion device. The scene either depicted horizontal (plusmn0.7m) or vertical (plusmn0.8m) linear 0.2Hz sinusoidal translation. Horizontal visual motion with vertical inertial motion represents a 90deg spatial shift. Vertical visual motion with vertical inertial motion whereby the highest physical point matches the lowest visual point and vice versa represents a 180deg temporal shift, i.e. opposite of what one experiences in reality. Inertial-only stimulation without visual input was identified as vertical linear oscillation with accurate reports of acceleration peaks and troughs, but a slight tendency to underestimate amplitude. Visual-only (stationary) stimulation was less compelling than combined visual+inertial conditions. In visual+inertial conditions, visual input dominated the direction of perceived self-motion, however, increasing the inertial amplitude increased how compelling this non-veridical perception was. That is, perceived vertical self-motion was most compelling when inertial stimulation was maximal, despite perceiving ldquouprdquo when physically ldquodownrdquo and vice versa. Similarly, perceived horizontal self-motion was most compelling when vertical inertial motion was at maximum amplitude. ldquoCross-talkrdquo bet- - ween visual and vestibular channels was suggested by reports of small vertical components of perceived self-motion combined with a dominant horizontal component. In conclusion, direction of perceived self-motion was dominated by visual motion, however, compellingness of this illusion was strengthened by increasing discordant inertial input. Thus, spatial mapping of inertial systems may be completely labile, while amplitude coding of the input intensifies the percept.
Keywords
biology computing; mechanoception; neurophysiology; virtual reality; visual perception; central nervous system; discordant inertial input; gravitoinertial sensory input; head mounted display; horizontal linear sinusoidal translation; linear motion device; linear vection; motion perception; perceived self motion direction; proprioceptive inputs; sinusoidal vertical linear oscillation; spatial orientation perception; vertical linear sinusoidal translation; vestibular channels; vestibular inputs; virtual environment; virtual visual inputs; visual channels; visual sensory input; Immersion; Presence; Self-motion perception; Sensorimotor integration; Vestibular; Virtual reality; Adolescent; Humans; Linear Models; Models, Neurological; Motion Perception; Orientation; Psychomotor Performance; Spatial Behavior; User-Computer Interface; Vestibule, Labyrinth; Visual Perception; Young Adult;
fLanguage
English
Publisher
ieee
Conference_Titel
Engineering in Medicine and Biology Society, 2009. EMBC 2009. Annual International Conference of the IEEE
Conference_Location
Minneapolis, MN
ISSN
1557-170X
Print_ISBN
978-1-4244-3296-7
Electronic_ISBN
1557-170X
Type
conf
DOI
10.1109/IEMBS.2009.5333425
Filename
5333425
Link To Document