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Scene Consistency and Spatial Presence Increase the Sensation of Self-Motion in Virtual Reality

机译:场景一致性和空间存在增加了虚拟现实中自我运动的感觉

摘要

The illusion of self-motion induced by moving visual stimuli ("vection") has typically been attributed to low-level, bottom-up perceptual processes. Therefore, past research has focused primarily on examining how physical parameters of the visual stimulus (contrast, number of vertical edges etc.) affect vection. Here, we investigated whether higher-level cognitive and top-down processes - namely global scene consistency and spatial presence - also contribute to the illusion. These factors were indirectly manipulated by presenting either a natural scene (the Tübingen market place) or various scrambled and thus globally inconsistent versions of the same stimulus. Due to the scene scrambling, the stimulus could no longer be perceived as a consistent 3D scene, which was expected to decrease spatial presence and thus impair vection. Twelve naive observers were asked to indicate the onset, intensity, and convincingness of circular vection induced by rotating visual stimuli presented on a curved projection screen (FOV: 54°x45°). Spatial presence was assessed using presence questionnaires. As predicted, scene scrambling impaired both vection and presence ratings for all dependent measures. Neither type nor severity of scrambling, however, showed any clear effect. The data suggest that higher-level information (the interpretation of the globally consistent stimulus as a 3D scene and stable reference frame) dominated over the low-level (bottom-up) information (more contrast edges in the scrambled stimuli, which are known to facilitate vection). Results suggest a direct relation between spatial presence and self-motion perception. We posit that stimuli depicting globally consistent, naturalistic scenes provide observers with a convincing spatial reference frame for the simulated environment which allows them to feel "spatially present" therein. We propose that this, in turn, increases the believability of the visual stimuli as a stable "scene" with respect to which visual motion is more likely to be judged as self-motion. We propose that not only low-level, bottom-up factors, but also higher-level factors such as the meaning of the stimulus are relevant for self-motion perception and should thus receive more attention. This work has important implications for both our understanding of selfmotion perception and motion simulator design and applications.
机译:由运动的视觉刺激(“运动”)引起的自我运动的错觉通常归因于低水平,自下而上的感知过程。因此,过去的研究主要集中在检查视觉刺激的物理参数(对比度,垂直边缘的数量等)如何影响通气。在这里,我们调查了更高层次的认知和自上而下的过程(即全局场景一致性和空间存在)是否也对幻觉有所贡献。这些因素是通过呈现自然场景(图宾根市场)或各种混乱的,因此在全球范围内不一致的同一刺激方案而间接操纵的。由于场景混乱,刺激不再能够被视为一致的3D场景,这预计会减少空间存在并因此削弱对流。要求十二个天真的观察者指出在弯曲的投影屏幕上呈现的旋转视觉刺激(FOV:54°x45°)引起的圆形对流的发生,强度和令人信服。使用存在调查表评估空间存在。如预测的那样,场景加扰损害了所有相关度量的对流和存在评级。但是,加扰的类型和严重性均未显示出明显的效果。数据表明,较高级别的信息(将全局一致的刺激解释为3D场景和稳定的参考框架)在较低级别(自下而上)的信息(加扰刺激中的对比边缘更多)方面占主导地位。促进换气)。结果表明空间存在与自我运动知觉之间有直接关系。我们认为,描绘全局一致的自然主义场景的刺激为观察者提供了一个令人信服的模拟环境空间参考框架,使他们能够感觉到其中的“空间存在”。我们建议,这反过来又增加了视觉刺激作为稳定“场景”的可信度,相对于此,视觉运动更有可能被判断为自我运动。我们认为,不仅是低水平的,自下而上的因素,而且还包括高层的因素(如刺激的含义)都与自我运动感知有关,因此应引起更多关注。这项工作对我们对自我运动知觉的理解以及运动模拟器的设计和应用都具有重要意义。

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