Abstract WP199: Enhancing Perception of Self-motion After Stroke Using Virtual Reality Affects Gait Adaptation in Those With High Levels of Gait Asymmetry

Stroke ◽  
2019 ◽  
Vol 50 (Suppl_1) ◽  
Author(s):  
Mukul Mukherjee ◽  
Takashi Sado ◽  
Zachary Motz ◽  
Pierre Fayad
Electronics ◽  
2020 ◽  
Vol 9 (9) ◽  
pp. 1470
Author(s):  
Naoya Isoyama ◽  
Tsutomu Terada ◽  
Masahiko Tsukamoto

In virtual reality (VR) tourism, when watching a video of a tourist location, the feeling of presence improves the experience. Furthermore, it is desirable to be able to give a feeling of having been there before to the users visiting the site afterward. In this study, we aimed to reveal the factors that provide these feelings. We hypothesized that one of the factors is the perception of self-motion. Therefore, we proposed a method wherein the users were induced to turn their heads to the left and right when watching the video of a tourist site via a VR head-mounted display. We conducted two experiments and found that the proposed method conveyed the greatest sense of presence. On the other hand, there was no significant difference in giving the feeling of having been there between the proposed method and watching the video of the site on a PC.


1999 ◽  
Vol 126 (4) ◽  
pp. 495-500 ◽  
Author(s):  
K. V. Thilo ◽  
Thomas Probst ◽  
Adolfo M. Bronstein ◽  
Yatsuji Ito ◽  
Michael A. Gresty

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.


Author(s):  
Arne Dekker ◽  
Frederike Wenzlaff ◽  
Sarah V. Biedermann ◽  
Peer Briken ◽  
Johannes Fuss

1998 ◽  
Vol 87 (2) ◽  
pp. 667-672 ◽  
Author(s):  
Shinji Nakamura ◽  
Shinsuke Shimojo

We examined the effect of body posture upon visually induced perception of self-motion (vection) with various angles of observer's tilt. The experiment indicated that the tilted body of observer could enhance perceived strength of vertical vection, while there was no effect of body tilt on horizontal vection. This result suggests that there is an interaction between the effects of visual and vestibular information on perception of self-motion.


Author(s):  
Luc Tremblay ◽  
Andrew Kennedy ◽  
Dany Paleressompoulle ◽  
Liliane Borel ◽  
Laurence Mouchnino ◽  
...  

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