scholarly journals Moving sounds enhance the visually-induced self-motion illusion (circular vection) in virtual reality

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


Perception ◽  
1988 ◽  
Vol 17 (1) ◽  
pp. 5-11 ◽  
Author(s):  
Masao Ohmi ◽  
Ian P Howard

It has previously been shown that when a moving and a stationary display are superimposed, illusory self-rotation (circular vection) is induced only when the moving display appears as the background. Three experiments are reported on the extent to which illusory forward self-motion (forward vection) induced by a looming display is inhibited by a superimposed stationary display as a function of the size and location of the stationary display and of the depth between the stationary and looming displays. Results showed that forward vection was controlled by the display that was perceived as the background, and background stationary displays suppressed forward vection by about the same amount whatever their size and eccentricity. Also, the perception of foreground — background properties of competing displays determined which controlled forward vection, and this control was not tied to specific depth cues. The inhibitory effect of a stationary background on forward vection was, however, weaker than that found with circular vection. This difference makes sense because, for forward body motion, the image of a distant scene is virtually stationary whereas, when the body rotates, it is not.


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.


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