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To move or not to move: can active control and user-driven motion cueing enhance self-motion perception ("vection") in virtual reality?

Published: 03 August 2012 Publication History

Abstract

Can self-motion perception in virtual reality (VR) be enhanced by providing affordable, user-powered minimal motion cueing? To investigate this, we compared the effect of different interaction and motion paradigms on onset latency and intensity of self-motion illusions ("vection") induced by curvilinear locomotion in projection-based VR. Participants either passively observed the simulation or had to actively follow pre-defined trajectories of different curvature in a simple virtual scene. Visual-only locomotion (either passive or with joystick control) was compared to locomotion controlled by a modified Gyroxus gaming chair, where leaning forwards and sideways (±10cm) controlled simulated translations and rotations, respectively, using a velocity control paradigm similar to a joystick. In the active visual+chair motion condition, participants controlled the chair motion and resulting virtual locomotion themselves, without the need for external actuation. In the passive visual+chair motion condition, the experimenter did this. Self-motion intensity was increased in the visual+chair motion conditions as compared visual-only motion, corroborating the benefit of simple motion cueing. Surprisingly, however, active control reduced the occurrence of vection and increased vection onset latencies, especially in the chair motion condition. This might be related to the reduced intuitiveness and controllability observed for the active chair motion as compared to the joystick condition. Together, findings suggest that simple user-initiated motion cueing can in principle provide an affordable means of increasing self-motion simulation fidelity in VR. However, usability and controllability issues of the gaming chair used might have counteracted the benefit of such motion cueing, and suggests ways to improve the interaction paradigm.

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cover image ACM Conferences
SAP '12: Proceedings of the ACM Symposium on Applied Perception
August 2012
131 pages
ISBN:9781450314312
DOI:10.1145/2338676
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 03 August 2012

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Author Tags

  1. active/passive
  2. cue-integration
  3. human factors
  4. motion cueing
  5. psychophysics
  6. self-motion illusions
  7. self-motion simulation
  8. vection
  9. virtual reality

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SAP '12
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SAP '12: ACM Symposium on Applied Perception 2012
August 3 - 4, 2012
California, Los Angeles

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SAP '12 Paper Acceptance Rate 21 of 40 submissions, 53%;
Overall Acceptance Rate 43 of 94 submissions, 46%

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  • (2024)Exploring Experience Gaps Between Active and Passive Users During Multi-user Locomotion in VRProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3641975(1-19)Online publication date: 11-May-2024
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