99 research outputs found

    Moving Sounds Enhance the Visually-Induced Self-Motion Illusion (Circular Vection) in Virtual Reality

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    While rotating visual and auditory stimuli have long been known to elicit self-motion illusions (“circular vection”), audiovisual interactions have hardly been investigated. Here, two experiments investigated whether visually induced circular vection can be enhanced by concurrently rotating auditory cues that match visual landmarks (e.g., a fountain sound). Participants sat behind a curved projection screen displaying rotating panoramic renderings of a market place. Apart from a no-sound condition, headphone-based auditory stimuli consisted of mono sound, ambient sound, or low-/high-spatial resolution auralizations using generic head-related transfer functions (HRTFs). While merely adding nonrotating (mono or ambient) sound showed no effects, moving sound stimuli facilitated both vection and presence in the virtual environment. This spatialization benefit was maximal for a medium (20 degrees × 15 degrees) FOV, reduced for a larger (54 degrees × 45 degrees) FOV and unexpectedly absent for the smallest (10 degrees × 7.5 degrees) FOV. Increasing auralization spatial fidelity (from low, comparable to five-channel home theatre systems, to high, 5 degree resolution) provided no further benefit, suggesting a ceiling effect. In conclusion, both self-motion perception and presence can benefit from adding moving auditory stimuli. This has important implications both for multimodal cue integration theories and the applied challenge of building affordable yet effective motion simulators

    Influence of Auditory Cues on the visually-induced Self-Motion Illusion (Circular Vection) in Virtual Reality

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    This study investigated whether the visually induced selfmotion illusion (“circular vection”) can be enhanced by adding a matching auditory cue (the sound of a fountain that is also visible in the visual stimulus). Twenty observers viewed rotating photorealistic pictures of a market place projected onto a curved projection screen (FOV: 54°x45°). Three conditions were randomized in a repeated measures within-subject design: No sound, mono sound, and spatialized sound using a generic head-related transfer function (HRTF). Adding mono sound increased convincingness ratings marginally, but did not affect any of the other measures of vection or presence. Spatializing the fountain sound, however, improved vection (convincingness and vection buildup time) and presence ratings significantly. Note that facilitation was found even though the visual stimulus was of high quality and realism, and known to be a powerful vection-inducing stimulus. Thus, HRTF-based auralization using headphones can be employed to improve visual VR simulations both in terms of self-motion perception and overall presence

    Effects of Auditory Vection Speed and Directional Congruence on Perceptions of Visual Vection

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    Spatial disorientation is a major contributor to aircraft mishaps. One potential contributing factor is vection, an illusion of self-motion. Although vection is commonly thought of as a visual illusion, it can also be produced through audition. The purpose of the current experiment was to explore interactions between conflicting visual and auditory vection cues, specifically with regard to the speed and direction of rotation. The ultimate goal was to explore the extent to which aural vection could diminish or enhance the perception of visual vection. The study used a 3 Ă— 2 within-groups factorial design. Participants were exposed to three levels of aural rotation velocity (slower, matched, and faster, relative to visual rotation speed) and two levels of aural rotational congruence (congruent or incongruent rotation) including two control conditions (visual and aural-only). Dependent measures included vection onset time, vection direction judgements, subjective vection strength ratings, vection speed ratings, and horizontal nystagmus frequency. Subjective responses to motion were assessed pre and post treatment, and oculomotor responses were assessed before, during, and following exposure to circular vection. The results revealed a significant effect of stimulus condition on vection strength. Specifically, directionally-congruent aural-visual vection resulted in significantly stronger vection than visual and aural vection alone. Perceptions of directionally-congruent aural-visual vection were slightly stronger vection than directionally-incongruent aural-visual vection, but not significantly so. No significant effects of aural rotation velocity on vection strength were observed. The results suggest directionally-incongruent aural vection could be used as a countermeasure for visual vection and directionally-congruent aural vection could be used to improve vection in virtual environments, provided further research is done

    Auditory Self-Motion Simulation is Facilitated by Haptic and Vibrational Cues Suggesting the Possibility of Actual Motion

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    Sound fields rotating around stationary blindfolded listeners sometimes elicit auditory circular vection, the illusion that the listener is physically rotating. Experiment 1 investigated whether auditory circular vection depends on participants\u27 situational awareness of "movability", i.e., whether they sense/know that actual motion is possible or not. While previous studies often seated participants on movable chairs to suspend the disbelief of self-motion, it has never been investigated whether this does, in fact, facilitate auditory vection. To this end, 23 blindfolded participants were seated on a hammock chair with their feet either on solid ground ("movement impossible") or suspended ("movement possible") while listening to individualized binaural recordings of two sound sources rotating synchronously at 60 degrees. Although participants never physically moved, situational awareness of movability facilitated auditory vection. Moreover, adding slight vibrations like the ones resulting from actual chair rotation increased the frequency and intensity of vection. Experiment 2 extended these findings and showed that nonindividualized binaural recordings were as effective in inducing auditory circular vection as individualized recordings. These results have important implications both for our theoretical understanding of self-motion perception and for the applied field of self-motion simulations, where vibrations, non-individualized binaural sound, and the cognitive/perceptual framework of movability can typically be provided at minimal cost and effort

    Auditory Induced Vection: Exploring Angular Acceleration Of Sound Sources

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    Vection designa a terminologia para self-motion illusions. Um exemplo comum para esta sensação é quando se está sentado num comboio parado e, ao lado do mesmo, outro comboio igualmente parado começa a marcha, dando a sensação que é o comboio do observador que se move.Apesar de esta sensação estar maioritariamente ligada ao estímulo visual, estudos demonstraram que é possível induzir vection através do sistema auditivo.Grande parte dos estudos relacionados utilizaram reprodução binaural, devido à sua eficácia na indução desta ilusão de movimento. Neste estudo propomos estudar os efeitos da aceleração angular na indução de vection auditivo, através de um sistema multi-canal de 8 colunas dispostas em círculo.Vection effect is the body movement sensation, when there is no movement occurring. The main example given for this vection sensation is when someone is sitting in a stationary train and another train starts moving alongside of the stationary train where the perceiver is, providing an illusion of movement. Although this sensation is mostly associated with the visual system, studies demonstrated that brain has a movement-sensitive area in the auditory cortex and that it is possible to induce auditory vection.Related studies uses binaural reproduction, which has been shown to be effective on AIV. However, in this project, we aim to test factors of angular acceleration reproduced by an 8 speaker array, circularly disposed

    The search for instantaneous vection: An oscillating visual prime reduces vection onset latency

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    2018 Palmisano, Riecke. This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. 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

    Future challenges for vection research: definitions, functional significance, measures, and neural bases

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    This paper discusses four major challenges facing modern vection research. Challenge 1 (Defining Vection) outlines the different ways that vection has been defined in the literature and discusses their theoretical and experimental ramifications. The term vection is most often used to refer to visual illusions of self-motion induced in stationary observers (by moving, or simulating the motion of, the surrounding environment). However, vection is increasingly being used to also refer to non-visual illusions of self-motion, visually-mediated self-motion perceptions, and even general subjective experiences (i.e. feelings) of self-motion. The common thread in all of these definitions is the conscious subjective experience of self-motion. Thus, Challenge 2 (Significance of Vection) tackles the crucial issue of whether such conscious experiences actually serve functional roles during self-motion (e.g., in terms of controlling or guiding the self-motion). After more than 100 years of vection research there has been surprisingly little investigation into its functional significance. Challenge 3 (Vection Measures) discusses the difficulties with existing subjective self-report measures of vection (particularly in the context of contemporary research), and proposes several more objective measures of vection based on recent empirical findings. Finally, Challenge 4 (Neural Basis) reviews the recent neuroimaging literature examining the neural basis of vection and discusses the hurdles still facing these investigations

    Portable virtual vestibular stimulation

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