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Induction of Linear and Circular Vection in Real and Virtual Worlds

机译:真实与虚拟世界中线性和循环向往的诱导

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1 Introduction Vection is the illusion of self-motion, usually induced by a visual stimulus. It is important in virtual reality because inducing it in motion simulations can lead to improved experiences. We examine linear and circular vection in commodity level head-mounted displays. We compare the experience of circular vection induced through a real world stimulus, an optokinetic drum, with that experienced through a virtual stimulus. With virtual stimuli, we also compare circular vection with linear horizontal and linear vertical vection. Finally, we examine circular and linear vection in more naturalistic virtual environments. Linear vection was induced more rapidly than any other type, but circular vection occurs more rapidly with a real world stimulus than a virtual one. Our results have practical application and can inform virtual reality design that uses head-mounted display technology and wishes to establish vection.
机译:1简介版本是自动运动的错觉,通常由视觉刺激引起。它在虚拟现实中很重要,因为在运动模拟中引起它可能导致改善的经验。我们在商品水平头戴式显示器中检查线性和圆形版本。我们比较通过真实世界刺激,主管鼓,通过虚拟刺激经历的循环向往的经验。通过虚拟刺激,我们还与线性水平和线性垂直方向进行比较圆形边。最后,我们在更自然的虚拟环境中检查圆形和线性矢量。线性向前比任何其他类型更快地诱导,但圆形的向量与真实的世界刺激比虚拟人更快地发生。我们的结果具有实用的应用,可通知虚拟现实设计,该设计使用头戴式显示技术和希望建立Vection。

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