Its Your Turn: Enhancing Visually Induced Self-Motion Illusions ("Vection") With Walking Motions in Virtual Reality

2013 ◽  
Author(s):  
Jacob B. Freiberg ◽  
Bernhard E. Riecke
Keyword(s):  
2006 ◽  
Vol 3 (3) ◽  
pp. 194-216 ◽  
Author(s):  
Bernhard E. Riecke ◽  
Jörg Schulte-Pelkum ◽  
Marios N. Avraamides ◽  
Markus Von Der Heyde ◽  
Heinrich H. Bülthoff

Author(s):  
Bernhard E. Riecke ◽  
Jörg Schulte-Pelkum ◽  
Marios N. Avraamides ◽  
Markus von der Heyde ◽  
Heinrich H. Bülthoff

2020 ◽  
Vol 8 (2) ◽  
pp. 119-136
Author(s):  
Stefan Weber ◽  
David Weibel ◽  
Fred W. Mast

The velocity of moving stimuli has been linked to their experienced duration. This effect was extended to instances of self-motion, where one’s own movement affects the subjective length of time. However, the experimental evidence for this extension is scarce and the effect of self-motion has not been investigated using a reproduction paradigm. Therefore, we designed a virtual reality scenario that controls for attention and eliminates the confounding effect of velocity and acceleration. The scenario consisted of a virtual road on which participants (n = 26) moved along in a car for six different durations and with six different velocities. We measured the subjective duration of the movement with reproduction and direct numerical estimation. We also assessed levels of presence in the virtual world. Our results show that higher velocity was connected to longer subjective time for both forms of measurement. However, the effect showed deviations from linearity. Presence was not associated with subjective time and did not improve performance on the task. We interpreted the effect of velocity as corroborating previous work using stimulus motion, which showed the same positive association between velocity of movement and subjective time. The absence of an effect of presence was explained in terms of a lacking dependency of time on characteristics of the virtual environment. We suggest applying our findings to the design of virtual experiences intended for inducing time loss.


2009 ◽  
Vol 6 (2) ◽  
pp. 1-27 ◽  
Author(s):  
Bernhard E. Riecke ◽  
Aleksander Väljamäe ◽  
Jörg Schulte-Pelkum

2012 ◽  
Vol 18 (7) ◽  
pp. 1068-1078 ◽  
Author(s):  
G. Bruder ◽  
F. Steinicke ◽  
P. Wieland ◽  
M. Lappe

2002 ◽  
Vol 6 (2) ◽  
pp. 86-95 ◽  
Author(s):  
R. S. Allison ◽  
L. R. Harris ◽  
A. R. Hogue ◽  
U. T. Jasiobedzka ◽  
H. L. Jenkin ◽  
...  
Keyword(s):  

1994 ◽  
Vol 17 (2) ◽  
pp. 338-340 ◽  
Author(s):  
John Wann ◽  
Simon Rushton
Keyword(s):  

2019 ◽  
Author(s):  
Aubrieann Schettler ◽  
Ian Holstead ◽  
John Turri ◽  
Michael Barnett-Cowan

AbstractWe assessed how self-motion affects the visual representation of the self. We constructed a novel virtual reality experiment that systematically varied an avatar’s motion and also biological sex. Participants were presented with pairs of avatars that visually represented the participant (“self avatar”), or another person (“opposite avatar”). Avatar motion either corresponded with the participant’s motion, or was decoupled from the participant’s motion. The results show that participants identified with i) “self avatars” over “opposite avatars”, ii) avatars moving congruently with self-motion over incongruent motion, and importantly iii) identification with the “opposite avatar” over the “self avatar” when the opposite avatar’s motion was congruent with self-motion. Our results suggest that both self-motion and biological sex are relevant to the body schema and body image and that congruent bottom-up visual feedback of self-motion is particularly important for the sense of self and capable of overriding top-down self-identification factors such as biological sex.


2021 ◽  
Vol 2 ◽  
Author(s):  
Ashu Adhikari ◽  
Abraham M. Hashemian ◽  
Thinh Nguyen-Vo ◽  
Ernst Kruijff ◽  
Markus von der Heyde ◽  
...  

When users in virtual reality cannot physically walk and self-motions are instead only visually simulated, spatial updating is often impaired. In this paper, we report on a study that investigated if HeadJoystick, an embodied leaning-based flying interface, could improve performance in a 3D navigational search task that relies on maintaining situational awareness and spatial updating in VR. We compared it to Gamepad, a standard flying interface. For both interfaces, participants were seated on a swivel chair and controlled simulated rotations by physically rotating. They either leaned (forward/backward, right/left, up/down) or used the Gamepad thumbsticks for simulated translation. In a gamified 3D navigational search task, participants had to find eight balls within 5 min. Those balls were hidden amongst 16 randomly positioned boxes in a dark environment devoid of any landmarks. Compared to the Gamepad, participants collected more balls using the HeadJoystick. It also minimized the distance travelled, motion sickness, and mental task demand. Moreover, the HeadJoystick was rated better in terms of ease of use, controllability, learnability, overall usability, and self-motion perception. However, participants rated HeadJoystick could be more physically fatiguing after a long use. Overall, participants felt more engaged with HeadJoystick, enjoyed it more, and preferred it. Together, this provides evidence that leaning-based interfaces like HeadJoystick can provide an affordable and effective alternative for flying in VR and potentially telepresence drones.


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