Perceived Vection and Postural Sway: A Behavioural Response to Virtual Reality. Kio, O. G., Fujii, Y., Wilcox, L. M., Au, D., & Allison, R. S. In 6th International Conference on Visually induced Motion Sensations, pages 13. 2017. Paper -1 abstract bibtex The quality of stereoscopic 3D content is a major determinant for immersion and user experience in virtual reality (VR). Thus it is important that the effectiveness of stereoscopic 3D content parameters be assessed behaviourally. A typical behavioural response to VR is vection, the visually - induced perception of self - motion elicited by moving scenes. In this work we investigate how participants' vection and postural sway vary with the simulated optical flow speed and the virtual camera' s frame rate and exposure time while viewing depictions of movement through a realistic virtual environment. We compare the degree of postural sway obtained from the centre - of - pressure data of a Nintendo Wii Balance Board with subjective vection scores. Results obtained from this study show that average perceived vection increases with increase in frame rate and simulated speed but not with exposure time. We also found that perceived vection in VR does not induce significant postural sway in typical 3D cinema scenarios. We are currently conducting experiments to confirm whether this finding holds for immersive virtual reality scenarios where screen edge and other surround cues are eliminated.
@incollection{Kio:aa,
abstract = {The quality of stereoscopic 3D content is a major determinant for immersion and user experience in virtual reality (VR). Thus it is important that the effectiveness of stereoscopic 3D content parameters be assessed behaviourally. A typical behavioural response to VR is vection, the visually - induced perception of self - motion elicited by moving scenes. In this work we investigate how participants' vection and postural sway vary with the simulated optical flow speed and the virtual camera' s frame rate and exposure time while viewing depictions of movement through a realistic virtual environment. We compare the degree of postural sway obtained from the centre - of - pressure data of a Nintendo Wii Balance Board with subjective vection scores. Results obtained from this study show that average perceived vection increases with increase in frame rate and simulated speed but not with exposure time. We also found that perceived vection in VR does not induce significant postural sway in typical 3D cinema scenarios. We are currently conducting experiments to confirm whether this finding holds for immersive virtual reality scenarios where screen edge and other surround cues are eliminated. },
annote = {6th International Conference on
VISUALLY INDUCED MOTION SENSATIONS
Nov 16
-
17, 2017
Toronto, Canada},
author = {Kio, O. G. and Fujii, Y. and Wilcox, L. M. and Au, D. and Allison, R. S.},
booktitle = {6th International Conference on Visually induced Motion Sensations},
date-added = {2018-04-22 12:33:00 +0000},
date-modified = {2018-04-22 12:33:00 +0000},
keywords = {Optic flow & Self Motion (also Locomotion & Aviation)},
pages = {13},
title = {Perceived Vection and Postural Sway: A Behavioural Response to Virtual Reality},
url = {https://vims2017.org/program-1},
url-1 = {https://vims2017.org/program-1},
year = {2017},
url-1 = {https://vims2017.org/program-1}}
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In this work we investigate how participants' vection and postural sway vary with the simulated optical flow speed and the virtual camera' s frame rate and exposure time while viewing depictions of movement through a realistic virtual environment. We compare the degree of postural sway obtained from the centre - of - pressure data of a Nintendo Wii Balance Board with subjective vection scores. Results obtained from this study show that average perceived vection increases with increase in frame rate and simulated speed but not with exposure time. We also found that perceived vection in VR does not induce significant postural sway in typical 3D cinema scenarios. We are currently conducting experiments to confirm whether this finding holds for immersive virtual reality scenarios where screen edge and other surround cues are eliminated. 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