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During head-mounted display (HMD)-based virtual reality (VR), head movements and motion-to-photon-based display lag generate differences in our virtual and physical head pose (referred to as DVP). We propose that large-amplitude, time-varying patterns of DVP serve as the primary trigger for cybersickness under such conditions. We test this hypothesis by measuring the sickness and estimating the DVP experienced under different levels of experimentally imposed display lag (ranging from 0 to 222 ms on top of the VR system's ~ 4 ms baseline lag). On each trial, seated participants made continuous, oscillatory head rotations in yaw, pitch or roll while viewing a large virtual room with an Oculus Rift CV1 HMD (head movements were timed to a computer-generated metronome set at either 1.0 or 0.5 Hz). After the experiment, their head-tracking data were used to objectively estimate the DVP during each trial. The mean, peak, and standard deviation of these DVP data were then compared to the participant's cybersickness ratings for that trial. Irrespective of the axis, or the speed, of the participant's head movements, the severity of their cybersickness was found to increase with each of these three DVP summary measures. In line with our DVP hypothesis, cybersickness consistently increased with the amplitude and the variability of our participants' DVP. DVP similarly predicted their conscious experiences during HMD VR-such as the strength of their feelings of spatial presence and their perception of the virtual scene's stability.
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This study investigated claims of disrupted equilibrium when listening to the Shepard-Risset glissando (which creates an auditory illusion of perpetually ascending/descending pitch). During each trial, 23 participants stood quietly on a force plate for 90 s with their eyes either open or closed (30 s pre-sound, 30 s of sound and 30 s post-sound). Their centre of foot pressure (CoP) was continuously recorded during the trial and a verbal measure of illusory self-motion (i.e., vection) was obtained directly afterwards. As expected, vection was stronger during Shepard-Risset glissandi than during white noise or phase-scrambled auditory control stimuli. Individual differences in auditorily evoked postural sway (observed during sound) were also found to predict the strength of this vection. Importantly, the patterns of sway induced by Shepard-Risset glissandi differed significantly from those during our auditory control stimuli - but only in terms of their temporal dynamics. Since significant sound type differences were not seen in terms of sway magnitude, this stresses the importance of investigating the temporal dynamics of sound-posture interactions.
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Ilusiones , Percepción de Movimiento , Humanos , Equilibrio Postural/fisiología , Postura/fisiología , Ojo , Movimiento (Física) , Percepción de Movimiento/fisiología , Ilusiones/fisiologíaRESUMEN
Inconsistencies have been found in the relationship between ambient lighting conditions and frequency-dependence in transcranial electric stimulation (tES) induced phosphenes. Using a within-subjects design across lighting condition (dark, mesopic [dim], photopic [bright]) and tES stimulation frequency (10, 13, 16, 18, 20 Hz), this study determined phosphene detection thresholds in 24 subjects receiving tES using an FPz-Cz montage. Minima phosphene thresholds were found at 16 Hz in mesopic, 10 Hz in dark and 20 Hz in photopic lighting conditions, with these thresholds being substantially lower for mesopic than both dark (60% reduction) and photopic (56% reduction), conditions. Further, whereas the phosphene threshold-stimulation frequency relation increased with frequency in the dark and decreased with frequency in the photopic conditions, in the mesopic condition it followed the dark condition relation from 10 to 16 Hz, and photopic condition relation from 16 to 20 Hz. The results clearly demonstrate that ambient lighting is an important factor in the detection of tES-induced phosphenes, and that mesopic conditions are most suitable for obtaining overall phosphene thresholds.
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Visión de Colores , Estimulación Transcraneal de Corriente Directa , Estimulación Eléctrica , Humanos , Iluminación , Fosfenos , Estimulación Transcraneal de Corriente Directa/métodosRESUMEN
While compelling illusions of self-motion (vection) can be induced purely by visual motion, they are rarely experienced immediately. This vection onset latency is thought to represent the time required to resolve sensory conflicts between the stationary observer's visual and nonvisual information about self-motion. In this study, we investigated whether manipulations designed to increase the weightings assigned to vision (compared to the nonvisual senses) might reduce vection onset latency. We presented two different types of visual priming displays directly before our main vection-inducing displays: (1) 'random motion' priming displays - designed to pre-activate general, as opposed to self-motion-specific, visual motion processing systems; and (2) 'dynamic no-motion' priming displays - designed to stimulate vision, but not generate conscious motion perceptions. Prior exposure to both types of priming displays was found to significantly shorten vection onset latencies for the main self-motion display. These experiments show that vection onset latencies can be reduced by pre-activating the visual system with both types of priming display. Importantly, these visual priming displays did not need to be capable of inducing vection or conscious motion perception in order to produce such benefits.
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Ilusiones , Percepción de Movimiento , Humanos , Percepción de Movimiento/fisiología , Percepción Visual , Movimiento (Física) , SensaciónRESUMEN
Changing the speed, size and material properties of optic flow can significantly alter the experience of vection (i.e. visually induced illusions of self-motion). Until now, there has not been a systematic investigation of the effects of luminance contrast, averaged luminance and stimulus spatial frequency on vection. This study examined the vection induced by horizontally oriented gratings that continuously drifted downwards at either 20° or 60°/s. Each of the visual motion stimuli tested had one of: (a) six different levels of luminance contrast; (b) four different levels of averaged luminance; and (c) four different spatial frequencies. Our experiments showed that vection could be significantly altered by manipulating each of these visual properties. Vection strength increased with the grating's luminance contrast (in Experiment 1), its averaged luminance (in Experiment 2), and its spatial frequency (in Experiment 3). Importantly, interactions between these three factors were also found for the vection induced in Experiment 4. While simulations showed that these vection results could have been caused by effects on stimulus motion energy, differences in perceived grating visibility, brightness or speed may have also contributed to our findings.
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Ilusiones , Percepción de Movimiento , Flujo Optico , Humanos , Movimiento (Física)RESUMEN
This study investigated the relationships between personality and creativity in the perception of two different ambiguous visual illusions. Previous research has suggested that Industriousness and Openness/Intellect (as measured by the Big Five Aspects Scale) are both associated with individual differences in perceptual switching rates for binocular rivalry stimuli. Here, we examined whether these relationships generalise to the Necker Cube and the Spinning Dancer illusions. In the experimental phase of this study, participants viewed these ambiguous figures under both static and dynamic, as well as free-view and fixation, conditions. As predicted, perceptual switching rates were higher: (a) for the static Necker Cube than the Spinning Dancer, and (b) in free-view compared with fixation conditions. In the second phase of the study, personality type and divergent thinking were measured using the Big Five Aspects Scale and the Alternate Uses Task, respectively. Higher creativity/divergent thinking (as measured by the Alternate Uses Task) was found to predict greater switching rates for the static Necker Cube (but not the Spinning Dancer) under both free-view and fixation conditions. These findings suggest that there are differences in the perceptual processing of creative individuals.
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Ilusiones , Cognición , Humanos , Personalidad , Percepción VisualRESUMEN
Purpose: Leading causes of irreversible blindness such as age-related macular degeneration (AMD) and glaucoma can, respectively, lead to central or peripheral vision loss. The ability of sufferers to process visual motion information can be impacted even during early stages of eye disease. We used head-mounted display virtual reality as a tool to better understand how vision changes caused by eye diseases directly affect the processing of visual information critical for self-motion perception. Methods: Participants with intermediate AMD or early manifest glaucoma with near-normal visual acuities and visual fields were recruited for this study. We examined their experiences of self-motion in depth (linear vection), spatial presence, and cybersickness when viewing radially expanding patterns of optic flow simulating different speeds of self-motion in depth. Viewing was performed with the head stationary (passive condition) or while making lateral-sway head movements (active conditions). Results: Participants with AMD (i.e., central visual field loss) were found to have greater vection strength and spatial presence, compared to participants with normal visual fields. However, participants with glaucoma (i.e., peripheral visual field loss) were found to have lower vection strength and spatial presence, compared to participants with normal visual fields. Both AMD and glaucoma groups reported reduced severity in cybersickness compared to healthy normals. Conclusions: These findings strongly support the view that perceived self-motion is differentially influenced by peripheral versus central vision loss, and that patients with different visual field defects are oppositely biased when processing visual cues to self-motion perception.
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Movimientos Oculares/fisiología , Ilusiones/fisiología , Percepción de Movimiento/fisiología , Autoimagen , Trastornos de la Visión/fisiopatología , Agudeza Visual , Anciano , Anciano de 80 o más Años , Señales (Psicología) , Femenino , Humanos , Masculino , Persona de Mediana EdadRESUMEN
It is generally believed that the phosphenes induced by transcranial electric current stimulation (tECS) are a product of retinal activation, even when electrode placement is directly over the primary visual cortex. However, the origins of these tECS-induced phosphenes have not yet been conclusively determined. In this study, phosphene detection thresholds using an FPz-Oz montage were compared with those from (i) an Oz-Cz montage to determine whether prefrontal regions, such as the retina, contribute to phosphenes and (ii) an FPz-Cz montage to determine whether the visual cortex in the occipital lobe contributes to phosphenes. Twenty-two participants received transcranial current stimulation with each of these montages (as well as a T3-T4 montage included for exploratory purposes) at 6, 10, 16, 20, 24, 28, and 32 Hz. To estimate differences in current density at the retina and occipital lobe across montages, modeling of current density at phosphene thresholds was measured across 20 head models. Consistent with the proposal that tECS-induced phosphenes are generated in the retina, increasing current density near the retina (FPz-Oz relative to Oz-Cz montage) reduced phosphene thresholds. However, increasing current density near the occipital cortex (FPz-Oz relative to FPz-Cz montage) also reduced phosphene thresholds while also requiring less current density at the retina according to the modeling estimates. This suggests that tECS of this occipital cortex also contributed to phosphene perception. © 2020 Bioelectromagnetics Society.
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Fosfenos , Retina/fisiología , Estimulación Transcraneal de Corriente Directa , Corteza Visual/fisiología , Adulto , Femenino , Humanos , MasculinoRESUMEN
This study investigated the effects of simulating self-motion via a head-mounted display (HMD) on standing postural sway and spatial presence. Standing HMD users viewed simulated oscillatory self-motion in depth. On a particular trial, this naso-occipital visual oscillation had one of four different amplitudes (either 4, 8, 12 or 16 m peak-to-peak) and one of four different frequencies (either 0.125, 0.25, 0.5 or 1 Hz). We found that simulated high amplitude self-oscillation (approximately 16 m peak-to-peak) at either 0.25 Hz or 0.5 Hz: 1) generated the strongest effects on postural sway; and 2) made participants feel more spatially present in the virtual environment. Our findings provide insight into the parameters of simulated self-motion that generate the strongest postural responses within virtual environments. These postural constraints have valuable implications for improving our understanding of sensory processes underlying the ergonomic experience of virtual environments simulated using HMDs.
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Gafas Inteligentes , Ergonomía , Humanos , Movimiento (Física)RESUMEN
Research has shown that consistent stereoscopic information improves the vection (i.e. illusions of self-motion) induced in stationary observers. This study investigates the effects of placing stereoscopic information into direct conflict with monocular motion signals by swapping the observer's left and right eye views to reverse disparity. Experiments compared the vection induced by stereo-consistent, stereo-reversed and flat-stereo patterns of: (1) same-size optic flow, which contained monocular motion perspective information about self-motion, and (2) changing-size optic flow, which provided additional monocular information about motion-in-depth based on local changes in object image sizes. As expected, consistent stereoscopic information improved the vection-in-depth induced by both changing-size and same-size patterns of optic flow. Unexpectedly, stereo-reversed patterns of same-size optic flow also induced stronger vection-in-depth than flat-stereo patterns of same-size optic flow. The effects of stereo-consistent and stereo-reversed information on vection strength were found to correlate reliably with their effects on perceived motion-in-depth and motion after-effect durations, but not with their effects on perceived scene depth. This suggests that stereo-consistent and stereo-reversed advantages for vection were both due to effects on perceived motion-in-depth. The current findings clearly demonstrate that stereoscopic information does not need to be consistent with monocular motion signals in order to improve vection. When taken together with past findings, they suggest that stereoscopic information only needs to be dynamic (as opposed to static) in order to improve vection-in-depth.
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Percepción de Movimiento , Flujo Optico , Percepción de Profundidad , Humanos , Ilusiones , Movimiento (Física)RESUMEN
We recently showed that auditory illusions of self-motion can be induced in the absence of physically accurate spatial cues (Mursic et al., 2017). The current study was aimed at identifying which features of this auditory stimulus (the Shepard-Risset glissando) were responsible for this metaphorical auditory vection, as well as confirming anecdotal reports of motion sickness for this stimulus. Five different types of auditory stimuli were presented to 31 blindfolded, stationary participants through a loudspeaker array: (1) a descending Shepard-Risset glissando; (2) a descending discrete Shepard scale; (3) a descending sweep signal; (4) a phase-scrambled version of (1) (auditory control type 1); and (5) white noise (auditory control type 2). We found that the auditory vection induced by the Shepard-Risset glissando was stronger than both types of auditory control, and the discrete Shepard scale stimulus. However, vection strength was not found to differ between the Shepard-Risset glissando and the sweep signal. This suggests that the continuous, gliding structure of both these auditory stimuli was integral to the induction of vection. Consistent with anecdotal reports that the Shepard-Risset glissando is also capable of generating motion sickness (as measured by the Fast Motion Sickness Scale and the Simulator Sickness Questionnaire), the likelihood and severity of sickness for these stimuli was found to increase with the strength of the auditory vection.
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Señales (Psicología) , Ilusiones/fisiología , Metáfora , Percepción de Movimiento/fisiología , Mareo por Movimiento/diagnóstico , Adolescente , Adulto , Femenino , Humanos , Masculino , Persona de Mediana Edad , Movimiento (Física) , Mareo por Movimiento/fisiopatología , Adulto JovenRESUMEN
This study examined the contributions of low-, mid- and high-level visual motion information to vection. We compared the vection experiences induced by hand-drawn and computer-generated animation clips to those induced by versions of these movies that contained only their pure optic flow. While the original movies were found to induce longer and stronger vection experiences than the pure optic flow, vection onsets were not significantly altered by removing the mid- and high-level information. We conclude that low-level visual motion information appears to be important for vection induction, whereas mid- and higher-level display information appears to be important for sustaining and strengthening this vection after its initial induction.
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Ilusiones/fisiología , Cinestesia/fisiología , Percepción de Movimiento/fisiología , Flujo Optico/fisiología , Reconocimiento Visual de Modelos/fisiología , Adulto , Femenino , Humanos , Masculino , Persona de Mediana Edad , Películas Cinematográficas , Adulto JovenRESUMEN
It is well known that applying transcranial alternating current stimulation (tACS) to the scalp can generate artefactual visual perceptions of flashing or shimmering light known as phosphenes. The thresholds for generating these phosphenes have been used by international standards bodies to provide conservative estimates of the field strength required to interfere with human neural functioning and set safety limits accordingly. However, the precise relationship between electric currents and phosphene perception thresholds remains uncertain. The present study used tACS to systematically investigate the effects of the location and the frequency of stimulation on phosphene perception thresholds. These thresholds were obtained from 24 participants using a within-subject design as a function of scalp stimulation sites (FPz-Cz versus Oz-Cz) and stimulation frequency (2-30 Hz in steps of 2 Hz). Phosphene perception thresholds were consistently lower for FPz-Cz stimulation, and regardless of tACS location were lowest for 16 Hz stimulation. Threshold variation between participants was very small, which is meaningful when setting standards based on phosphenes. Bioelectromagnetics. 2019;40:365-374. © 2019 Bioelectromagnetics Society.
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Fosfenos/fisiología , Estimulación Transcraneal de Corriente Directa/métodos , Adulto , Electrodos , Femenino , Humanos , Masculino , Estimulación Luminosa , Umbral SensorialRESUMEN
Research has previously shown that adding consistent stereoscopic information to self-motion displays can improve the vection in depth induced in physically stationary observers. In some past studies, the simulated eye-separation was always close to the observer's actual eye-separation, as the aim was to examine vection under ecological viewing conditions that provided consistent binocular and monocular self-motion information. The present study investigated whether large discrepancies between the observer's simulated and physical eye-separations would alter the vection-inducing potential of stereoscopic optic flow (either helping, hindering, or preventing the induction of vection). Our self-motion displays simulated eye-separations of 0 cm (the non-stereoscopic control), 3.25 cm (reduced from normal), 6.5 cm (approximately normal), and 13 cm (exaggerated relative to normal). The rated strength of vection in depth was found to increase systematically with the simulated eye-separation. While vection was the strongest in the 13-cm condition (stronger than even the 6.5-cm condition), the 3.25-cm condition still produced superior vection to the 0-cm control (i.e., it had significantly stronger vection ratings and shorter onset latencies). Perceptions of scene depth and object motion-in-depth speed were also found to increase with the simulated eye-separation. As expected based on the findings of previous studies, correlational analyses suggested that the stereoscopic advantage for vection (found for all of our non-zero eye-separation conditions) was due to the increase in perceived motion-in-depth.
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Percepción de Profundidad/fisiología , Percepción de Movimiento/fisiología , Flujo Optico/fisiología , Estimulación Luminosa/métodos , Adolescente , Adulto , Femenino , Humanos , Masculino , Adulto JovenRESUMEN
It can be difficult to recognise new instances of an unfamiliar face. Recognition errors in this particular situation appear to be viewpoint dependent with error rates increasing with the angular distance between the face views. Studies using front views for comparison have shown that recognising faces rotated in yaw can be difficult and that recognition of faces rotated in pitch is more challenging still. Here we investigate the extent to which viewpoint dependent face recognition depends on the comparison view. Participants were assigned to one of four different comparison view groups: front, ¾ yaw (right), ¾ pitch-up (above) or ¾ pitch-down (below). On each trial, participants matched their particular comparison view to a range of yaw or pitch rotated test views. Results showed that groups with a front or ¾ yaw comparison view had superior overall performance and more successful generalisation to a broader range of both pitch and yaw test views compared to groups with pitch-up or pitch-down comparison views, both of which had a very restricted generalisation range. Regression analyses revealed the importance of image similarity between views for generalisation, with a lesser role for 3D face depth. These findings are consistent with a view interpolation solution to view generalisation of face recognition, with front and ¾ yaw views being most informative.
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Reconocimiento Facial/fisiología , Percepción de la Altura Tonal/fisiología , Adolescente , Adulto , Femenino , Humanos , Masculino , Persona de Mediana EdadRESUMEN
We examined whether vection strength could be modulated by altering the exposure duration to optic flow. Experiment 1 sourced 150 different video clips from various Japanese animation works which simulated self-motion. Despite large differences in the content of these video clips, we found a significant positive correlation between their play durations and their ratings of vection magnitude. Experiment 2 examined this relationship further using more tightly controlled visual motion stimuli. Vection was induced by presenting the motion of the same expanding grating stimulus for 8, 16, 32, or 64 seconds. While vection onset latencies remained constant across these four conditions, vection magnitude/strength was found to increase systematically with the exposure duration. As predicted by a recent computational model of vection, we conclude that subjective vection strength does depend on the exposure duration to optic flow.
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Typically it takes up to 10 seconds or more to induce a visual illusion of self-motion ("vection"). However, for this vection to be most useful in virtual reality and vehicle simulation, it needs to be induced quickly, if not immediately. This study examined whether vection onset latency could be reduced towards zero using visual display manipulations alone. In the main experiments, visual self-motion simulations were presented to observers via either a large external display or a head-mounted display (HMD). Priming observers with visually simulated viewpoint oscillation for just ten seconds before the main self-motion display was found to markedly reduce vection onset latencies (and also increase ratings of vection strength) in both experiments. As in earlier studies, incorporating this simulated viewpoint oscillation into the self-motion displays themselves was also found to improve vection. Average onset latencies were reduced from 8-9s in the no oscillating control condition to as little as 4.6 s (for external displays) or 1.7 s (for HMDs) in the combined oscillation condition (when both the visual prime and the main self-motion display were oscillating). As these display manipulations did not appear to increase the likelihood or severity of motion sickness in the current study, they could possibly be used to enhance computer generated simulation experiences and training in the future, at no additional cost.
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Percepción de Movimiento , Femenino , Humanos , Ilusiones , Masculino , Estimulación Luminosa , Adulto JovenRESUMEN
Evidence is mounting that differences in postural instability can be used to predict who will experience strong illusory self-motions (vection) and become sick when exposed to global patterns of optical flow (e.g., Apthorp et al., PLoS One 9(12):e113897, 2014; Stoffregen and Smart, Brain Res Bull 47:437-448, 1998). This study compared the predictive ability of traditional and recurrence quantification analysis (RQA) based measures of postural activity. We initially measured spontaneous fluctuations in the centre of foot pressure (CoP) of our subjects as they stood quietly with their eyes open and closed. They were then repeatedly exposed to two different types of self-motion display. As expected, the oscillating self-motion displays were found to induce stronger vection and greater sickness than the smooth self-motion displays. RQA based measures of spontaneous postural activity proved to be superior predictors of both vection strength and visually induced motion sickness (VIMS). Participants who had displayed lower CoP recurrence rates when standing quietly were more likely to later report stronger vection and VIMS when exposed to both types of optical flow. Vection strength (but not VIMS) was also found to correlate significantly with three other RQA based measures of postural activity (determinism, entropy, and average diagonal line length). We propose that these RQA based measures of spontaneous postural activity could serve as useful diagnostic tools for evaluating who will benefit the most/least from exposure to virtual environments.
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Ilusiones/fisiología , Percepción de Movimiento/fisiología , Mareo por Movimiento/fisiopatología , Flujo Optico/fisiología , Equilibrio Postural/fisiología , Adulto , Femenino , Humanos , Masculino , Adulto JovenRESUMEN
Visually induced illusions of self-motion are often referred to as vection. This article developed and tested a model of responding to visually induced vection. We first constructed a mathematical model based on well-documented characteristics of vection and human behavioral responses to this illusion. We then conducted 10,000 virtual trial simulations using this Oscillating Potential Vection Model (OPVM). OPVM was used to generate simulated vection onset, duration, and magnitude responses for each of these trials. Finally, we compared the properties of OPVM's simulated vection responses with real responses obtained in seven different laboratory-based vection experiments. The OPVM output was found to compare favorably with the empirically obtained vection data.
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Sounds are thought to contribute to the perceptions of self-motion, often via higher-level, cognitive mechanisms. This study examined whether illusory self-motion (i.e. vection) could be induced by auditory metaphorical motion stimulation (without providing any spatialized or low-level sensory information consistent with self-motion). Five different types of auditory stimuli were presented in mono to our 20 blindfolded, stationary participants (via a loud speaker array): (1) an ascending Shepard-Risset glissando; (2) a descending Shepard-Risset glissando; (3) a combined Shepard-Risset glissando; (4) a combined-adjusted (loudness-controlled) Shepard-Risset glissando; and (5) a white-noise control stimulus. We found that auditory vection was consistently induced by all four Shepard-Risset glissandi compared to the white-noise control. This metaphorical auditory vection appeared similar in strength to the vection induced by the visual reference stimulus simulating vertical self-motion. Replicating past visual vection findings, we also found that individual differences in postural instability appeared to significantly predict auditory vection strength ratings. These findings are consistent with the notion that auditory contributions to self-motion perception may be predominantly due to higher-level cognitive factors.