| Literature DB >> 26321989 |
Bernhard E Riecke1, Daniel Feuereissen2, John J Rieser3, Timothy P McNamara4.
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.Entities:
Keywords: auditory vection; biomechanical vection; functional significance of vection; perspective taking; self-motion illusion; spatial updating; vection; virtual reality
Year: 2015 PMID: 26321989 PMCID: PMC4531211 DOI: 10.3389/fpsyg.2015.01174
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
ANOVA table of main effects and interaction.
| Main effect: motion condition | Main effect: angular disparity | Interaction | |||||||
|---|---|---|---|---|---|---|---|---|---|
| Absolute pointing error | |||||||||
| Configuration error | 0.937 | 0.378 | 0.055 | ||||||
| Absolute heading error | 3.094 | 0.059 | 0.162 | ||||||
| Response time | 1.547 | 0.228 | 0.088 | 1.815 | 0.164 | 0.102 | |||
Planned contrasts for Hypothesis 1.
| H1: IMAGINE, 120° – 0° | H1: VECTION, 120° – 0° | H1: REAL ROTATION, 120° – 0° | |||||||
|---|---|---|---|---|---|---|---|---|---|
| Absolute pointing error | |||||||||
| Configuration error | |||||||||
| Absolute heading error | |||||||||
| Response time | |||||||||
Planned contrasts for Hypothesis 2 and 3.
| H2: VECTION – IMAGINE, 120° | H2: VECTION – IMAGINE, 240° | H3: REAL ROTATION – VECTION, 120° | H3: REAL ROTATION – VECTION, 240° | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Absolute pointing error | 0.879 | 0.362 | 0.052 | 1.902 | 0.187 | 0.106 | ||||||
| Configuration error | 0.351 | 0.562 | 0.021 | 0.270 | 0.611 | 0.017 | 1.398 | 0.254 | 0.080 | |||
| Absolute heading error | 0.842 | 0.372 | 0.050 | 1.414 | 0.252 | 0.081 | ||||||
| Response time | 1.556 | 0.230 | 0.089 | 0.113 | 0.742 | 0.007 | 0.413 | 0.530 | 0.025 | 2.168 | 0.160 | 0.119 |