Profile analysis of simulator sickness symptoms: application to virtual environment systems
Presence: Teleoperators and Virtual Environments
The role of rest frames in vection, presence and motion sickness
The role of rest frames in vection, presence and motion sickness
Towards Lean and Elegant Self-Motion Simulation in Virtual Reality
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
Scene consistency and spatial presence increase the sensation of self-motion in virtual reality
APGV '05 Proceedings of the 2nd symposium on Applied perception in graphics and visualization
The Experience of Presence: Factor Analytic Insights
Presence: Teleoperators and Virtual Environments
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Proceedings of the 5th symposium on Applied perception in graphics and visualization
ACM Transactions on Applied Perception (TAP)
ACM Transactions on Applied Perception (TAP)
Exploring the usability of immersive interactive storytelling
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Simulator sickness in mobile spatial sound spaces
CMMR/ICAD'09 Proceedings of the 6th international conference on Auditory Display
Evaluation of surround-view and self-rotation in the OctaVis VR-System
JVRC '13 Proceedings of the 5th Joint Virtual Reality Conference
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Research on self-motion perception and simulation has traditionally focused on the contribution of physical stimulus properties (“bottom-up factors”) using abstract stimuli. Here, we demonstrate that cognitive (“top-down”) mechanisms like ecological relevance and presence evoked by a virtual environment can also enhance visually induced self-motion illusions (vection). In two experiments, naive observers were asked to rate presence and the onset, intensity, and convincingness of circular vection induced by different rotating visual stimuli presented on a curved projection screen (FOV: 54° × 45°). Globally consistent stimuli depicting a natural 3D scene proved more effective in inducing vection and presence than inconsistent (scrambled) or unnatural (upside-down) stimuli with similar physical stimulus properties. Correlation analyses suggest a direct relationship between spatial presence and vection. We propose that the coherent pictorial depth cues and the spatial reference frame evoked by the naturalistic environment increased the believability of the visual stimulus, such that it was more easily accepted as a stable “scene” with respect to which visual motion is more likely to be judged as self-motion than object motion. This work extends our understanding of mechanisms underlying self-motion perception and might thus help to improve the effectiveness and believability of virtual reality applications.