scholarly journals Path Integration from Optic Flow and Body Senses in a Homing Task

Perception ◽  
10.1068/p3311 ◽  
2002 ◽  
Vol 31 (3) ◽  
pp. 349-374 ◽  
Author(s):  
Melissa J Kearns ◽  
William H Warren ◽  
Andrew P Duchon ◽  
Michael J Tarr

We examined the roles of information from optic flow and body senses (eg vestibular and proprioceptive information) for path integration, using a triangle completion task in a virtual environment. In two experiments, the contribution of optic flow was isolated by using a joystick control. Five circular arenas were used for testing: (B) both floor and wall texture; (F) floor texture only, reducing information for rotation; (W) wall texture only, reducing information for translation; (N) a no texture control condition; and (P) an array of posts. The results indicate that humans can use optic flow for path integration and are differentially influenced by rotational and translational flow. In a third experiment, participants actively walked in arenas B, F, and N, so body senses were also available. Performance shifted from a pattern of underturning to overturning and exhibited decreased variability, similar responses with and without optic flow, and no attrition. The results indicate that path integration can be performed by integrating optic flow, but when information from body senses is available it appears to dominate.


2010 ◽  
Vol 8 (6) ◽  
pp. 1153-1153 ◽  
Author(s):  
E. Chrastil ◽  
W. Warren


Author(s):  
K. R. James ◽  
J. K. Caird

The ability of a user to move to different locations within a virtual environment (VE) is a fundamental action that subserves the activities of exploration and manipulation. By empirical analogy, the perceptual information used to locomote to a target within a virtual environment is compared to the perceptual information used to walk to a location in the real world. An experiment is reported that had participants move to a location as accurately as possible within a VE where a target object was presented. The amount of visual feedback available to participants was manipulated. Three conditions were compared: static viewing of the target and virtual environment before locomotion, the disappearance of the target object as movement to the object was initiated, and locomotion to the target while both object and environment were present. In addition, the composition of virtual environments was either textured or polygonal. Error measures indicated that users locomote within VE's with less accuracy than those that walk blindfolded in the real world. Texture had its largest effect on the accuracy of movement when optic flow was not available, that is, static estimates of distance. Discussions center on the relative contribution of visual, cognitive, and proprioceptive information to VE user movement accuracy.





2019 ◽  
Author(s):  
Lucia Cherep ◽  
Alex Lim ◽  
Jonathan Kelly ◽  
Alec Ostrander ◽  
Stephen B. Gilbert

Teleporting is a popular interface to allow virtual reality users to explore environments that are larger than the available walking space. When teleporting, the user positions a marker in the virtual environment and is instantly transported without any self-motion cues. Five experiments were designed to evaluate the spatial cognitive consequences of teleporting, and to identify environmental cues that could mitigate those costs. Participants performed a triangle completion task by traversing two outbound path legs before pointing to the unmarked path origin. Locomotion was accomplished via walking or two common implementations of the teleporting interface distinguished by the concordance between movement of the body and movement through the virtual environment. In the partially concordant teleporting interface, participants teleported to translate (change position) but turned the body to rotate. In the discordant teleporting interface, participants teleported to translate and rotate. Across all 5 experiments, discordant teleporting produced larger errors than partially concordant teleporting which produced larger errors than walking, reflecting the importance of translational and rotational self-motion cues. Furthermore, geometric boundaries (room walls or a fence) were necessary to mitigate the spatial cognitive costs associated with teleporting, and landmarks were helpful only in the context of a geometric boundary.



2002 ◽  
Vol 11 (5) ◽  
pp. 443-473 ◽  
Author(s):  
Bernhard E. Riecke ◽  
Henricus A. H. C. van Veen ◽  
Heinrich H. Bülthoff

The literature often suggests that proprioceptive and especially vestibular cues are required for navigation and spatial orientation tasks involving rotations of the observer. To test this notion, we conducted a set of experiments in virtual environments in which only visual cues were provided. Participants had to execute turns, reproduce distances, or perform triangle completion tasks. Most experiments were performed in a simulated 3D field of blobs, thus restricting navigation strategies to path integration based on optic flow. For our experimental set-up (half-cylindrical 180 deg. projection screen), optic flow information alone proved to be sufficient for untrained participants to perform turns and reproduce distances with negligible systematic errors, irrespective of movement velocity. Path integration by optic flow was sufficient for homing by triangle completion, but homing distances were biased towards the mean response. Additional landmarks that were only temporarily available did not improve homing performance. However, navigation by stable, reliable landmarks led to almost perfect homing performance. Mental spatial ability test scores correlated positively with homing performance, especially for the more complex triangle completion tasks—suggesting that mental spatial abilities might be a determining factor for navigation performance. In summary, visual path integration without any vestibular or kinesthetic cues can be sufficient for elementary navigation tasks like rotations, translations, and triangle completion.



2018 ◽  
Vol 72 (6) ◽  
pp. 1550-1560 ◽  
Author(s):  
Tanya Karn ◽  
Michael E Cinelli

The purpose of this study was to determine the effects of galvanic vestibular stimulation (GVS) on path trajectory and body rotation during a triangle completion task. Participants ( N = 17, female, 18-30 years) completed the triangle completion task in virtual reality using two different size triangles. GVS was delivered at three times each participant’s threshold in either the left or right direction prior to the final leg of the triangle and continued until the participant reached their final position. Whole body kinematics were collected using an NDI Optotrak motion tracking system. Results revealed a significant main effect of GVS on arrival error such that no GVS (NGVS) had significantly smaller arrival errors than when GVS was administered. There was also a significant main effect of GVS on angular error such that NGVS had significantly smaller error than GVSaway and GVStowards. There was no significant difference between GVS trials in path variability during the final leg on route to the final position. These results demonstrate that vestibular perturbation reduced the accuracy of the triangle completion task, affecting path trajectory and body position during a path integration task in the absence of visual cues.



2021 ◽  
Author(s):  
Jonathan Kelly ◽  
Melynda Hoover ◽  
Taylor Doty ◽  
Alex Renner ◽  
Lucia Cherep ◽  
...  

The wide availability of consumer-oriented virtual reality (VR) equipment has enabled researchers to recruit existing VR owners to participate remotely using their own equipment. Yet, there are many differences between lab environments and home environments, as well as differences between participant samples recruited for lab studies and remote studies. This paper replicates a lab-based experiment on VR locomotion interfaces using a remote sample. Participants completed a triangle-completion task (travel two path legs, then point to the path origin) using their own VR equipment in a remote, unsupervised setting. Locomotion was accomplished using two versions of the teleporting interface varying in availability of rotational self-motion cues. The size of the traveled path and the size of the surrounding virtual environment were also manipulated. Results from remote participants largely mirrored lab results, with overall better performance when rotational self-motion cues were available. Some differences also occurred, including a tendency for remote participants to rely less on nearby landmarks, perhaps due to increased competence with using the teleporting interface to update self-location. This replication study provides insight for VR researchers on aspects of lab studies that may or may not replicate remotely.



2019 ◽  
Vol 9 (4) ◽  
pp. e01236 ◽  
Author(s):  
Lauren Zajac ◽  
Heather Burte ◽  
Holly A. Taylor ◽  
Ronald Killiany


2017 ◽  
Vol 8 ◽  
Author(s):  
Yanjun Xie ◽  
Robin T. Bigelow ◽  
Scott F. Frankenthaler ◽  
Stephanie A. Studenski ◽  
Scott D. Moffat ◽  
...  


Author(s):  
Hannah M. Solini ◽  
Ayush Bhargava ◽  
Christopher C. Pagano

It is often questioned whether task performance attained in a virtual environment can be transferred appropriately and accurately to the same task in the real world. With advancements in virtual reality (VR) technology, recent research has focused on individuals’ abilities to transfer calibration achieved in a virtual environment to a real-world environment. Little research, however, has shown whether transfer of calibration from a virtual environment to the real world is similar to transfer of calibration from a virtual environment to another virtual environment. As such, the present study investigated differences in calibration transfer to real-world and virtual environments. In either a real-world or virtual environment, participants completed blind walking estimates before and after experiencing perturbed virtual optic flow via a head-mounted virtual display (HMD). Results showed that individuals calibrated to perturbed virtual optic flow and that this calibration carried over to both real-world and virtual environments in a like manner.



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