Literature DB >> 21853853

Display lag and gain effects on vection experienced by active observers.

April Ash1, Stephen Palmisano, Donovan G Govan, Juno Kim.   

Abstract

BACKGROUND: This study examined the effects of display lag and gain on visual self-motion perception (i.e., vection) in active observers.
METHODS: Our subjects viewed displays simulating self-motion in depth while physically oscillating their heads from side to side at approximately 1 Hz. Their horizontal head movements were recorded and incorporated into self-motion displays with four levels of added lag (0, 50, 100,and 200 ms; baseline system lag was 113 ms) and three levels of gain (i.e., subjects' head movements were either not incorporated into the display or were incorporated at either the same or twice the amplitude). At the end of each trial, subjects rated the strength of their perceived self-motion in depth.
RESULTS: While increasing display lag above baseline by an additional 50 ms impaired vection strength ratings, increasing display lag beyond this level eventually improved vection. For example, 200 ms added display lag produced vection strength ratings that were similar to those found with the baseline lag. As expected, larger simulated display gains were shown to improve vection strength ratings regardless of the level of added display lag.
CONCLUSIONS: We conclude that increasing display lag during active head oscillation only impairs vection until the resulting sensory conflict becomes too great to tolerate. Beyond this critical level of lag, the visual system appears to override or downplay such sensory conflicts.

Mesh:

Year:  2011        PMID: 21853853     DOI: 10.3357/asem.3026.2011

Source DB:  PubMed          Journal:  Aviat Space Environ Med        ISSN: 0095-6562


  8 in total

1.  Inhibition of vection by grasping an object.

Authors:  Masaki Mori; Takeharu Seno
Journal:  Exp Brain Res       Date:  2018-09-12       Impact factor: 1.972

2.  Walking without optic flow reduces subsequent vection.

Authors:  Takeharu Seno; Stephen Palmisano; Bernhard E Riecke; Shinji Nakamura
Journal:  Exp Brain Res       Date:  2014-10-02       Impact factor: 1.972

3.  The Oculus Rift: a cost-effective tool for studying visual-vestibular interactions in self-motion perception.

Authors:  Juno Kim; Charles Y L Chung; Shinji Nakamura; Stephen Palmisano; Sieu K Khuu
Journal:  Front Psychol       Date:  2015-03-13

Review 4.  Future challenges for vection research: definitions, functional significance, measures, and neural bases.

Authors:  Stephen Palmisano; Robert S Allison; Mark M Schira; Robert J Barry
Journal:  Front Psychol       Date:  2015-02-27

5.  Evidence against an ecological explanation of the jitter advantage for vection.

Authors:  Stephen Palmisano; Robert S Allison; April Ash; Shinji Nakamura; Deborah Apthorp
Journal:  Front Psychol       Date:  2014-11-11

6.  The Oscillating Potential Model of Visually Induced Vection.

Authors:  Takeharu Seno; Ken-Ichi Sawai; Hidetoshi Kanaya; Toshihiro Wakebe; Masaki Ogawa; Yoshitaka Fujii; Stephen Palmisano
Journal:  Iperception       Date:  2017-11-24

7.  Stronger vection in junior high school children than in adults.

Authors:  Nobu Shirai; Tomoko Imura; Rio Tamura; Takeharu Seno
Journal:  Front Psychol       Date:  2014-06-12

8.  Virtual Walking Sensation by Prerecorded Oscillating Optic Flow and Synchronous Foot Vibration.

Authors:  Michiteru Kitazaki; Takeo Hamada; Katsuya Yoshiho; Ryota Kondo; Tomohiro Amemiya; Koichi Hirota; Yasushi Ikei
Journal:  Iperception       Date:  2019-10-15
  8 in total

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