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1.
IEEE Comput Graph Appl ; 44(2): 81-88, 2024.
Article in English | MEDLINE | ID: mdl-38526874

ABSTRACT

This article examines the choices between sitting and standing in virtual reality (VR) experiences, addressing conflicts, challenges, and opportunities. It explores issues such as the risk of motion sickness in stationary users and virtual rotations, the formation of mental models, consistent authoring, affordances, and the integration of embodied interfaces for enhanced interactions. Furthermore, it delves into the significance of multisensory integration and the impact of postural mismatches on immersion and acceptance in VR. Ultimately, the article underscores the importance of aligning postural choices and embodied interfaces with the goals of VR applications, be it for entertainment or simulation, to enhance user experiences.

2.
Multisens Res ; 36(8): 827-864, 2023 Oct 27.
Article in English | MEDLINE | ID: mdl-37907066

ABSTRACT

Vection is typically defined as the embodied illusion of self-motion in the absence of real physical movement through space. Vection can occur in real-life situations (e.g., 'train illusion') and in virtual environments and simulators. The vast majority of vection research focuses on vection caused by visual stimulation. Even though visually induced vection is arguably the most compelling type of vection, the role of nonvisual sensory inputs, such as auditory, biomechanical, tactile, and vestibular cues, have recently gained more attention. Non-visual cues can play an important role in inducing vection in two ways. First, nonvisual cues can affect the occurrence and strength of vection when added to corresponding visual information. Second, nonvisual cues can also elicit vection in the absence of visual information, for instance when observers are blindfolded or tested in darkness. The present paper provides a narrative review of the literature on multimodal contributions to vection. We will discuss both the theoretical and applied relevance of multisensory processing as related to the experience of vection and provide design considerations on how to enhance vection in various contexts.


Subject(s)
Illusions , Motion Perception , Motion Sickness , Humans , Illusions/physiology , Motion Perception/physiology , Sensation , Motion
3.
Sci Rep ; 13(1): 8053, 2023 05 17.
Article in English | MEDLINE | ID: mdl-37198210

ABSTRACT

Previous research has shown the positive effects of exposure to real and virtual nature. To investigate how such benefits might generalize to ever-more-prevalent virtual workplaces, we examined the effects of the absence or presence of virtual plants in an office environment in Virtual Reality (VR) on users' cognitive performance and psychological well-being. The results of our user study with 39 participants show that in the presence of virtual plants, participants performed significantly better in both short-term memory and creativity tasks. Furthermore, they reported higher psychological well-being scores, including positive affect and attentive coping, whilst reporting lower feelings of anger and aggression after exposure to virtual plants in VR. The virtual office with plants was also perceived as more restorative and induced a higher sense of presence. Overall, these results highlight how the presence of virtual plants in VR can have positive influences on users, and therefore, constitute important design considerations when developing future working and learning spaces.


Subject(s)
Psychological Well-Being , Virtual Reality , Humans , Attention , Emotions , Cognition
4.
Article in English | MEDLINE | ID: mdl-37200130

ABSTRACT

Physical walking is often considered the gold standard for VR travel whenever feasible. However, limited free-space walking areas in the real-world do not allow exploring larger-scale virtual environments by actual walking. Therefore, users often require handheld controllers for navigation, which can reduce believability, interfere with simultaneous interaction tasks, and exacerbate adverse effects such as motion sickness and disorientation. To investigate alternative locomotion options, we compared handheld Controller (thumbstick-based) and physical walking versus a seated (HeadJoystick) and standing/stepping (NaviBoard) leaning-based locomotion interface, where seated/standing users travel by moving their head toward the target direction. Rotations were always physically performed. To compare these interfaces, we designed a novel simultaneous locomotion and object interaction task, where users needed to keep touching the center of upward moving target balloons with their virtual lightsaber, while simultaneously staying inside a horizontally moving enclosure. Walking resulted in the best locomotion, interaction, and combined performances while the controller performed worst. Leaning-based interfaces improved user experience and performance compared to Controller, especially when standing/stepping using NaviBoard, but did not reach walking performance. That is, leaning-based interfaces HeadJoystick (sitting) and NaviBoard (standing) that provided additional physical self-motion cues compared to controller improved enjoyment, preference, spatial presence, vection intensity, motion sickness, as well as performance for locomotion, object interaction, and combined locomotion and object interaction. Our results also showed that less embodied interfaces (and in particular the controller) caused a more pronounced performance deterioration when increasing locomotion speed. Moreover, observed differences between our interfaces were not affected by repeated interface usage.

5.
IEEE Trans Vis Comput Graph ; 29(12): 5265-5281, 2023 Dec.
Article in English | MEDLINE | ID: mdl-36112551

ABSTRACT

Continuous locomotion in VR provides uninterrupted optical flow, which mimics real-world locomotion and supports path integration . However, optical flow limits the maximum speed and acceleration that can be effectively used without inducing cybersickness. In contrast, teleportation provides neither optical flow nor acceleration cues, and users can jump to any length without increasing cybersickness. However, teleportation cannot support continuous spatial updating and can increase disorientation. Thus, we designed 'HyperJump' in an attempt to merge benefits from continuous locomotion and teleportation. HyperJump adds iterative jumps every half a second on top of the continuous movement and was hypothesized to facilitate faster travel without compromising spatial awareness/orientation. In a user study, Participants travelled around a naturalistic virtual city with and without HyperJump (equivalent maximum speed). They followed waypoints to new landmarks, stopped near them and pointed back to all previously visited landmarks in random order. HyperJump was added to two continuous locomotion interfaces (controller- and leaning-based). Participants had better spatial awareness/orientation with leaning-based interfaces compared to controller-based (assessed via rapid pointing). With HyperJump, participants travelled significantly faster, while staying on the desired course without impairing their spatial knowledge. This provides evidence that optical flow can be effectively limited such that it facilitates faster travel without compromising spatial orientation. In future design iterations, we plan to utilize audio-visual effects to support jumping metaphors that help users better anticipate and interpret jumps, and use much larger virtual environments requiring faster speeds, where cybersickness will become increasingly prevalent and thus teleporting will become more important.

6.
IEEE Trans Vis Comput Graph ; 29(3): 1748-1768, 2023 03.
Article in English | MEDLINE | ID: mdl-34847032

ABSTRACT

Using standard handheld interfaces for VR locomotion may not provide a believable self-motion experience and can contribute to unwanted side effects such as motion sickness, disorientation, or increased cognitive load. This paper demonstrates how using a seated leaning-based locomotion interface -HeadJoystick- in VR ground-based navigation affects user experience, usability, and performance. In three within-subject studies, we compared controller (touchpad/thumbstick) with a more embodied interface ("HeadJoystick") where users moved their head and/or leaned in the direction of desired locomotion. In both conditions, users sat on a regular office chair and used it to control virtual rotations. In the first study, 24 participants used HeadJoystick versus Controller in three complementary tasks including reach-the-target, follow-the-path, and racing (dynamic obstacle avoidance). In the second study, 18 participants repeatedly used HeadJoystick versus Controller (8 one-minute trials each) in a reach-the-target task. To evaluate potential benefits of different brake mechanisms, in the third study 18 participants were asked to stop within each target area for one second. All three studies consistently showed advantages of HeadJoystick over Controller: we observed improved performance in all tasks, as well as higher user ratings for enjoyment, spatial presence, immersion, vection intensity, usability, ease of learning, ease of use, and rated potential for daily and long-term use, while reducing motion sickness and task load. Overall, our results suggest that leaning-based interfaces such as HeadJoystick provide an interesting and more embodied alternative to handheld interfaces in driving, reach-the-target, and follow-the-path tasks, and potentially a wider range of scenarios.


Subject(s)
Motion Sickness , Virtual Reality , Humans , Computer Graphics , Locomotion , Motion Sickness/prevention & control , User-Computer Interface
7.
Front Psychol ; 13: 790300, 2022.
Article in English | MEDLINE | ID: mdl-35814064

ABSTRACT

The concept of transformative experience (TE) has been widely explored by several disciplines from philosophy to neurobiology, and in different domains, from the spiritual to the educational one. This attitude has engendered heterogeneous models to explain this phenomenon. However, a consistent and clear understanding of this construct remains elusive. The aim of this work is to provide an initial comprehensive interdisciplinary, cross-domain, up-to-date, and integrated overview on the concept of TEs. Firstly, all the models and theories on TEs were reviewed to extract and analyze TEs' main components emerging from different disciplines. Then, this preliminary analysis was integrated with an in-depth examination of redundancies and particularities across domains and disciplines, to provide an integrated theoretical framework of TEs and a preliminary interdisciplinary operational definition of TEs. This examination, in turn, can help organize current research and theories, thus providing suggestions for operationalizing TEs as well as encouraging new interdisciplinary research endeavors.

8.
IEEE Trans Vis Comput Graph ; 28(4): 1792-1809, 2022 04.
Article in English | MEDLINE | ID: mdl-32946395

ABSTRACT

Flying in virtual reality (VR) using standard handheld controllers can be cumbersome and contribute to unwanted side effects such as motion sickness and disorientation. This article investigates a novel hands-free flying interface-HeadJoystick, where the user moves their head similar to a joystick handle toward the target direction to control virtual translation velocity. The user sits on a regular office swivel chair and rotates it physically to control virtual rotation using 1:1 mapping. We evaluated short-term (Study 1) and extended usage effects through repeated usage (Study 2) of the HeadJoystick versus handheld interfaces in two within-subject studies, where participants flew through a sequence of increasingly difficult tunnels in the sky. Using the HeadJoystick instead of handheld interfaces improved both user experience and performance, in terms of accuracy, precision, ease of learning, ease of use, usability, long-term use, presence, immersion, sensation of self-motion, workload, and enjoyment in both studies. These findings demonstrate the benefits of using leaning-based interfaces for VR flying and potentially similar telepresence applications such as remote flight with quadcopter drones. From a theoretical perspective, we also show how leaning-based motion cueing interacts with full physical rotation to improve user experience and performance compared to the gamepad.


Subject(s)
Motion Sickness , Virtual Reality , Computer Graphics , Hand , Humans , Motion Sickness/prevention & control , User-Computer Interface
9.
Front Psychol ; 12: 682099, 2021.
Article in English | MEDLINE | ID: mdl-33953691

ABSTRACT

[This corrects the article DOI: 10.3389/fpsyg.2020.547687.].

10.
IEEE Trans Vis Comput Graph ; 27(1): 165-177, 2021 01.
Article in English | MEDLINE | ID: mdl-31443029

ABSTRACT

Walking has always been considered as the gold standard for navigation in Virtual Reality research. Though full rotation is no longer a technical challenge, physical translation is still restricted through limited tracked areas. While rotational information has been shown to be important, the benefit of the translational component is still unclear with mixed results in previous work. To address this gap, we conducted a mixed-method experiment to compare four levels of translational cues and control: none (using the trackpad of the HTC Vive controller to translate), upper-body leaning (sitting on a "NaviChair", leaning the upper-body to locomote), whole-body leaning/stepping (standing on a platform called NaviBoard, leaning the whole body or stepping one foot off the center to navigate), and full translation (physically walking). Results showed that translational cues and control had significant effects on various measures including task performance, task load, and simulator sickness. While participants performed significantly worse when they used a controller with no embodied translational cues, there was no significant difference between the NaviChair, NaviBoard, and actual walking. These results suggest that translational body-based motion cues and control from a low-cost leaning/stepping interface might provide enough sensory information for supporting spatial updating, spatial awareness, and efficient locomotion in VR, although future work will need to investigate how these results might or might not generalize to other tasks and scenarios.

11.
Front Psychol ; 11: 547687, 2020.
Article in English | MEDLINE | ID: mdl-33312147

ABSTRACT

Self-transcendence has been characterized as a decrease in self-saliency (ego disillusionment) and increased connection, and has been growing in research interest in the past decade. Several measures have been developed and published with some degree of psychometric validity and reliability. However, to date, there has been no review systematically describing, contrasting, and evaluating the different methodological approaches toward measuring self-transcendence including questionnaires, neurological and physiological measures, and qualitative methods. To address this gap, we conducted a review to describe existing methods of measuring self-transcendence, evaluate the strengths and weaknesses of these methods, and discuss research avenues to advance assessment of self-transcendence, including recommendations for suitability of methods given research contexts.

12.
PLoS One ; 15(11): e0242078, 2020.
Article in English | MEDLINE | ID: mdl-33211736

ABSTRACT

Telepresence robots allow users to be spatially and socially present in remote environments. Yet, it can be challenging to remotely operate telepresence robots, especially in dense environments such as academic conferences or workplaces. In this paper, we primarily focus on the effect that a speed control method, which automatically slows the telepresence robot down when getting closer to obstacles, has on user behaviors. In our first user study, participants drove the robot through a static obstacle course with narrow sections. Results indicate that the automatic speed control method significantly decreases the number of collisions. For the second study we designed a more naturalistic, conference-like experimental environment with tasks that require social interaction, and collected subjective responses from the participants when they were asked to navigate through the environment. While about half of the participants preferred automatic speed control because it allowed for smoother and safer navigation, others did not want to be influenced by an automatic mechanism. Overall, the results suggest that automatic speed control simplifies the user interface for telepresence robots in static dense environments, but should be considered as optionally available, especially in situations involving social interactions.


Subject(s)
Robotics/instrumentation , Spatial Navigation , Algorithms , Cybernetics , Humans , User-Computer Interface
13.
Atten Percept Psychophys ; 82(4): 2098-2118, 2020 May.
Article in English | MEDLINE | ID: mdl-31900859

ABSTRACT

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.


Subject(s)
Motion Perception , Optic Flow , Depth Perception , Humans , Illusions , Motion
14.
Front Psychol ; 9: 2158, 2018.
Article in English | MEDLINE | ID: mdl-30473673

ABSTRACT

"Awe" is a category of emotion within the spectrum of self-transcendent experiences. Awe has wellness benefits, with feelings of social interconnectivity and increased life satisfaction. However, awe experiences remain rare in our everyday lives, and rarer in lab environments. We posit that Virtual Reality (VR) may help to make self-transcendent and potentially transformative experiences of awe more accessible to individuals. Here, we investigated how interactive VR as a positive technology may elicit awe, and how features of aesthetic beauty/scale, familiarity, and personalization (self-selection of travel destinations) may induce awe. In this mixed-methods study, participants used an interactive VR system to explore Earth from ground and orbit. We collected: introspective interviews and self-report questionnaires with participants' experience of awe; information on personality traits and gender; and we recorded physiological goose bumps on the skin (using an arm-mounted goose bump camera instrument), which is a documented marker of an awe experience. Results showed that on a scale of 0-100 for self-reported awe, four different interactive VR environments yielded an average awe rating of 79.7, indicating that interactive VR can indeed induce awe. 43.8% of participants experienced goose bumps: awe ratings positively correlated with the occurrence of goose bumps with those who experienced goose bumps having showed significantly higher ratings of awe than those who did not. Most (64%) of the goose bumps occurred when participants self-selected their VR environment. Participant statements from the interviews were characteristic of an awe-inspiring experience, revealed themes of social connection, and usability problems with the VR interface. Personality traits yielded no clear correlation to awe ratings, and females appear to experience more goose bumps than males. In summary: (1) Interactive VR can elicit awe, especially within familiar, self-selected environments; (2) Physiological goose bumps can be recorded to provide reliable, non-intrusive indications of awe; (3) Care must be taken to design interaction interfaces that do not impede awe; and (4) While personality traits are not correlated to awe ratings, goose bumps were experienced more frequently among females. We aim to conduct future studies using custom VR environments, interfaces, and additional physiological measures to provide further insight into awe.

15.
Front Psychol ; 9: 1354, 2018.
Article in English | MEDLINE | ID: mdl-30123161

ABSTRACT

Practices such as mindfulness, introspection, and self-reflection are known to have positive short and long-term effects on health and well-being. However, in today's modern, fast-paced, technological world tempted by distractions these practices are often hard to access and relate to a broader audience. Consequently, technologies have emerged that mediate personal experiences, which is reflected in the high number of available applications designed to elicit positive changes. These technologies elicit positive changes by bringing users' attention to the self-from technologies that show representation of quantified personal data, to technologies that provide experiences that guide the user closer in understanding the self. However, while many designs available today are either built to support or are informed by these aforementioned practices, the question remains: how can we most effectively employ different design elements and interaction strategies to support positive change? Moreover, what types of input and output modalities contribute to eliciting positive states? To address these questions, we present here a state of the art scoping review of immersive interactive technologies that serve in a role of a mediator for positive change in users. We performed a literature search using ACM Digital Library, Web of Science, IEEE Xplore, and Design and Applied Arts Index (beginning of literature-January 1, 2018). We retrieved English-language articles for review, and we searched for published and unpublished studies. Risk of bias was assessed with Downs and Black 26-item QAT scale. We included 34 articles as relevant to the literature, and the analysis of the articles resulted in 38 instances of 33 immersive, interactive experiences relating to positive human functioning. Our contribution is three-fold: First we provide a scoping review of immersive interactive technologies for positive change; Second, we propose both a framework for future designs of positive interactive technologies and design consideration informed by the comparative analysis of the designs; Third, we provide design considerations for immersive, interactive technologies to elicit positive states and support positive change.

16.
PLoS One ; 13(5): e0195886, 2018.
Article in English | MEDLINE | ID: mdl-29791445

ABSTRACT

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.


Subject(s)
Motion Perception , Female , Humans , Illusions , Male , Photic Stimulation , Young Adult
17.
Cognition ; 169: 1-14, 2017 12.
Article in English | MEDLINE | ID: mdl-28802103

ABSTRACT

Imagined perspective switches are notoriously difficult, a fact often ascribed to sensorimotor interference between one's to-be-imagined versus actual orientation. Here, we demonstrate similar interference effects, even if participants know they are in a remote environment with unknown spatial relation to the learning environment. Participants learned 15 target objects irregularly arranged in an office from one orientation (0°, 120°, or 240°). Participants were blindfolded and disoriented before being wheeled to a test room of similar geometry (exp.1) or different geometry (exp.2). Participants were seated facing 0, 120°, or 240°, and asked to perform judgments of relative direction (JRD, e.g., imagine facing "pen", point to "phone"). JRD performance was improved when participants' to-be-imagined orientation in the learning room was aligned with their physical orientation in the current (test) room. Conversely, misalignment led to sensorimotor interference. These concurrent reference frame facilitation/interference effects were further enhanced when the current and to-be-imagined environments were more similar. Whereas sensorimotor alignment improved absolute and relative pointing accuracy, sensorimotor misalignment predominately increased response times, supposedly due to increased cognitive demands. These sensorimotor facilitation/interference effects were sustained and could not be sufficiently explained by initial retrieval and transformation costs. We propose that facilitation/interference effects occurred between concurrent egocentric representations of the learning and test environment in working memory. Results suggest that merely being in a rectangular room might be sufficient to automatically re-anchor one's representation and thus produce orientation-specific interference. This should be considered when designing perspective-taking experiments to avoid unintended biases and concurrent reference frame alignment effects.


Subject(s)
Imagination/physiology , Orientation, Spatial/physiology , Space Perception/physiology , Spatial Memory/physiology , Environment , Female , Humans , Male , Reaction Time/physiology , Young Adult
18.
Exp Brain Res ; 235(10): 3111-3127, 2017 10.
Article in English | MEDLINE | ID: mdl-28744623

ABSTRACT

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.


Subject(s)
Auditory Perception/physiology , Illusions/physiology , Music , Postural Balance/physiology , Proprioception/physiology , Adolescent , Adult , Female , Humans , Male , Young Adult
19.
Front Behav Neurosci ; 10: 22, 2016.
Article in English | MEDLINE | ID: mdl-26941627

ABSTRACT

In a virtual point-to-origin task, participants seem to show different response patterns and underlying strategies for orientation, such as "turner" and "non-turner" response patterns. Turners respond as if succeeding to update simulated heading changes, and non-turners respond as if failing to update their heading, resulting in left-right hemisphere errors. We present two other response patterns, "non-movers" and "spinners," that also appear to result in failures to update heading. We have three specific goals in mind: (1) extend previous findings of higher turner rates with spatial language response mode using a point-to-origin task instead of a triangle completion task; (2) replicate the gender effect of males more likely responding as turners; (3) examine ethnicity influence. Designed as a classroom study, we presented participants (N = 498) with four passages through a virtual star field. Participants selected the direction pointing to the origin from four multiple-choice items. Response mode was either pictograms or written language, chosen to compare with similar studies and see if these response modes have an effect on virtual orientation behavior. Results show a majority of participants (48.35%) classified as non-turners, 32.93% turners, 15.57% as non-movers, and 3.14% as spinners. A multinomial regression model reached 49% classification performance. Written spatial language, compared to pictograms, made turner response patterns more likely; this effect was more pronounced for Chinese participants and among females, but not male Caucasians. Moreover, higher turner numbers for written spatial language extends Avraamides findings of higher turner numbers when participants turned their bodies toward the origin but not when they responded verbally. Using pictorial response mode (i.e., top-down picture of a head) may have increased cognitive load because it could be considered more embodied. It remains to be seen how we can reduce the reference frame conflict that might have caused increased cognitive load. Second, our results are inconsistent with previous research in that males overall did not show more turner behavior than females. Future research may look at possible underlying factors, such as cultural norms. Third, individualistic cultures (Caucasians; Greif, 1994) lean toward turner response patterns, whereas collectivist cultures (Asian) lean toward non-turner response patterns.

20.
Front Psychol ; 6: 1174, 2015.
Article in English | MEDLINE | ID: mdl-26321989

ABSTRACT

Self-motion can facilitate perspective switches and "automatic spatial updating" and help reduce disorientation in applications like virtual reality (VR). However, providing physical motion through moving-base motion simulators or free-space walking areas comes with high cost and technical complexity. This study provides first evidence that merely experiencing an embodied illusion of self-motion ("circular vection") can provide similar behavioral benefits as actual self-motion: Blindfolded participants were asked to imagine facing new perspectives in a well-learned room, and point to previously learned objects. Merely imagining perspective switches while stationary yielded worst performance. When perceiving illusory self-rotation to the novel perspective, however, performance improved significantly and yielded performance similar to actual rotation. Circular vection was induced by combining rotating sound fields ("auditory vection") and biomechanical vection from stepping along a carrousel-like rotating floor platter. In sum, illusory self-motion indeed facilitated perspective switches and thus spatial orientation, similar to actual self-motion, thus providing first compelling evidence of the functional significance and behavioral relevance of vection. This could ultimately enable us to complement the prevailing introspective vection measures with behavioral indicators, and guide the design for more affordable yet effective VR simulators that intelligently employ multi-modal self-motion illusions to reduce the need for costly physical observer motion.

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