While head-mounted display (HMD) based gaming is often limited by cybersickness, research suggest... more While head-mounted display (HMD) based gaming is often limited by cybersickness, research suggests that repeated exposure to virtual reality (VR) can reduce the severity of these symptoms. This study was therefore aimed at: (1) examining the exposure conditions required to reduce cybersickness during HMD VR; and (2) learning whether such reductions generalise from one HMD VR game to another. Our participants played two commercially-available HMD VR video games over two consecutive days. Their first exposure to HMD VR on both days was always to a 15-min virtual rollercoaster ride. On Day 1, half of our participants also played a virtual climbing game for 15-min, while the rest of them finished testing early. Participants in the latter group were only exposed to the climbing game late on Day 2. We found that sickness was significantly reduced for our participants on their second exposure to the virtual rollercoaster. However, sickness to the rollercoaster on Day 2 was unaffected by wh...
Paper presented at the Australasian Experimental Psychology Conference 2015, 8-11 April 2015, Syd... more Paper presented at the Australasian Experimental Psychology Conference 2015, 8-11 April 2015, Sydney, Australia. Keywords without, visual, motion, reduces, subsequent, vection, walking Disciplines Education | Social and Behavioral Sciences Publication Details Palmisano, S., Seno, T., Riecke, B. & Nakamura, S. (2015). Walking without visual motion reduces subsequent vection. Australasian Experimental Psychology Conference 2015 This conference paper is available at Research Online: http://ro.uow.edu.au/sspapers/1585 apply two standard accumulation models – the diffusion (Ratcliff & McKoon, 2008) and the LBA (Brown & Heathcote, 2008) – to the detection of heterogeneous multi-‐attribute targets in a simulated unmanned-‐aerial-‐vehicle operator task. Despite responses taking two seconds or more and complications added by realistic features such as a complex target classification rule, interruptions from a simultaneous navigation task and time pressured choices about several simultaneo...
Visually induced illusory self-motion (vection) was facilitated by active breaststroke arm and bo... more Visually induced illusory self-motion (vection) was facilitated by active breaststroke arm and body movements. Optic flow was generated by having the standing observer make these arm movements, which were detected by Kinect and incorporated into the display. When generated, this optic flow was either expanding (i.e. congruent with the observer’s head motion) or contracting (i.e. incongruent with his/her head motion). Optic flow generated during these active movement conditions was also later played back to the observer during passive viewing conditions. On each of these trials, we recorded vection strength (latency, duration and magnitude). We found that: (i) both congruent and incongruent breaststroke movements increased vection (i.e. compared to passive viewing conditions); and (ii) congruent breaststroke movements increased vection more than incongruent ones. We name the enhancement provided by this type of active movement ‘virtual swimming’. This demonstration shows that even un...
Visually-induced illusions of self-motion (vection) can be compelling for some people, but they a... more Visually-induced illusions of self-motion (vection) can be compelling for some people, but they are subject to large individual variations in strength. Do these variations depend, at least in part, on the extent to which people rely on vision to maintain their postural stability? We investigated by comparing physical posture measures to subjective vection ratings. Using a Bertec balance plate in a brightly-lit room, we measured 13 participants' excursions of the centre of foot pressure (CoP) over a 60-second period with eyes open and with eyes closed during quiet stance. Subsequently, we collected vection strength ratings for large optic flow displays while seated, using both verbal ratings and online throttle measures. We also collected measures of postural sway (changes in anterior-posterior CoP) in response to the same visual motion stimuli while standing on the plate. The magnitude of standing sway in response to expanding optic flow (in comparison to blank fixation periods)...
Presence: Teleoperators and Virtual Environments, 2008
The optic flow patterns generated by virtual reality (VR) systems typically produce visually indu... more The optic flow patterns generated by virtual reality (VR) systems typically produce visually induced experiences of self-motion (vection). While this vection can enhance presence in VR, it is often accompanied by a variant of motion sickness called simulator sickness (SS). However, not all vection experiences are the same. In terms of perceived heading and/or speed, visually simulated self-motion can be either steady or changing. It was hypothesized that changing vection would lead to more SS. Participants viewed an optic flow pattern that either steadily expanded or alternately expanded and contracted. In one experiment, SS was measured pretreatment and after 5 min of viewing using the Simulator Sickness Questionnaire. In a second experiment employing the same stimuli, vection onset and magnitude were measured using a computer-interfaced slide indicator. The steadily expanding flow pattern, compared to the expanding and contracting pattern, led to: 1) significantly less SS, 2) lowe...
A new vection illusion is reported. Vection was induced even though there was no consciously perc... more A new vection illusion is reported. Vection was induced even though there was no consciously perceived global display motion corresponding to the self-motion. The resulting experience can be summarised as: “I feel that I am moving but I do not know why”.
Previous research found that adding stereoscopic information to radially expanding optic flow dec... more Previous research found that adding stereoscopic information to radially expanding optic flow decreased vection onsets and increased vection durations (Palmisano, 1996 Perception & Psychophysics58 1168–1176). In the current experiments, stereoscopic cues were also found to increase perceptions of vection speed and self-displacement during vection in depth—but only when these cues were consistent with monocularly available information about self-motion. Stereoscopic information did not appear to be improving vection by increasing the perceived maximum extent of displays or by making displays appear more three-dimensional. Rather, it appeared that consistent patterns of stereoscopic optic flow provided extra, purely binocular information about vection speed, which resulted in faster/more compelling illusions of self-motion in depth.
Ilusory self-motion (vection) can be induced by large areas of visual motion stimulation. Here we... more Ilusory self-motion (vection) can be induced by large areas of visual motion stimulation. Here we demonstrate for the first time that illusory expansion can induce vection in the absence of any physical display motion.
Hunger was found to facilitate visually induced illusory upward and downward self-motions (vertic... more Hunger was found to facilitate visually induced illusory upward and downward self-motions (vertical vection), but not illusory self-motion in depth (vection in depth). We propose that the origin of this hunger effect lies in the possibility that vertical self-motions (both real and illusory) are more likely to induce changes in visceral state.
We measured the strength of the hollow-face illusion—the ‘flipping distance’ at which perception ... more We measured the strength of the hollow-face illusion—the ‘flipping distance’ at which perception changes between convex and concave—as a function of a lens-induced 3 dioptre refractive error and monocular/binocular viewing. Refractive error and closing one eye both strengthened the illusion to approximately the same extent. The illusion was weakest viewed binocularly without refractive error and strongest viewed monocularly with it. This suggests binocular cues disambiguate the illusion at greater distances than monocular cues, but that both are disrupted by refractive error. We argue that refractive error leaves the ambiguous low-spatial-frequency shading information critical to the illusion largely unaffected while disrupting other, potentially disambiguating, depth/distance cues.
We directly compared recognition for faces following 0° – 75° viewpoint rotation about the yaw, p... more We directly compared recognition for faces following 0° – 75° viewpoint rotation about the yaw, pitch, and roll axes. The aim was to determine the extent to which configural and featural information supported face recognition following rotations about each of these axes. Experiment 1 showed that performance on a sequential-matching task was viewpoint-dependent for all three types of rotation. The best face-recognition accuracy and shortest reaction time was found for roll rotations, then for yaw rotations, and finally the worst accuracy and slowest reaction time was found for pitch rotations. Directional differences in recognition were found for pitch rotations, but not for roll or yaw. Experiment 2 provided evidence that, in all three cases, viewpoint-dependent declines in recognition were primarily driven by the loss of configural information. However, it also appeared that significant featural information was lost following yaw and pitch (but not roll) rotations. Together, these ...
While head-mounted display (HMD) based gaming is often limited by cybersickness, research suggest... more While head-mounted display (HMD) based gaming is often limited by cybersickness, research suggests that repeated exposure to virtual reality (VR) can reduce the severity of these symptoms. This study was therefore aimed at: (1) examining the exposure conditions required to reduce cybersickness during HMD VR; and (2) learning whether such reductions generalise from one HMD VR game to another. Our participants played two commercially-available HMD VR video games over two consecutive days. Their first exposure to HMD VR on both days was always to a 15-min virtual rollercoaster ride. On Day 1, half of our participants also played a virtual climbing game for 15-min, while the rest of them finished testing early. Participants in the latter group were only exposed to the climbing game late on Day 2. We found that sickness was significantly reduced for our participants on their second exposure to the virtual rollercoaster. However, sickness to the rollercoaster on Day 2 was unaffected by wh...
Paper presented at the Australasian Experimental Psychology Conference 2015, 8-11 April 2015, Syd... more Paper presented at the Australasian Experimental Psychology Conference 2015, 8-11 April 2015, Sydney, Australia. Keywords without, visual, motion, reduces, subsequent, vection, walking Disciplines Education | Social and Behavioral Sciences Publication Details Palmisano, S., Seno, T., Riecke, B. & Nakamura, S. (2015). Walking without visual motion reduces subsequent vection. Australasian Experimental Psychology Conference 2015 This conference paper is available at Research Online: http://ro.uow.edu.au/sspapers/1585 apply two standard accumulation models – the diffusion (Ratcliff & McKoon, 2008) and the LBA (Brown & Heathcote, 2008) – to the detection of heterogeneous multi-‐attribute targets in a simulated unmanned-‐aerial-‐vehicle operator task. Despite responses taking two seconds or more and complications added by realistic features such as a complex target classification rule, interruptions from a simultaneous navigation task and time pressured choices about several simultaneo...
Visually induced illusory self-motion (vection) was facilitated by active breaststroke arm and bo... more Visually induced illusory self-motion (vection) was facilitated by active breaststroke arm and body movements. Optic flow was generated by having the standing observer make these arm movements, which were detected by Kinect and incorporated into the display. When generated, this optic flow was either expanding (i.e. congruent with the observer’s head motion) or contracting (i.e. incongruent with his/her head motion). Optic flow generated during these active movement conditions was also later played back to the observer during passive viewing conditions. On each of these trials, we recorded vection strength (latency, duration and magnitude). We found that: (i) both congruent and incongruent breaststroke movements increased vection (i.e. compared to passive viewing conditions); and (ii) congruent breaststroke movements increased vection more than incongruent ones. We name the enhancement provided by this type of active movement ‘virtual swimming’. This demonstration shows that even un...
Visually-induced illusions of self-motion (vection) can be compelling for some people, but they a... more Visually-induced illusions of self-motion (vection) can be compelling for some people, but they are subject to large individual variations in strength. Do these variations depend, at least in part, on the extent to which people rely on vision to maintain their postural stability? We investigated by comparing physical posture measures to subjective vection ratings. Using a Bertec balance plate in a brightly-lit room, we measured 13 participants' excursions of the centre of foot pressure (CoP) over a 60-second period with eyes open and with eyes closed during quiet stance. Subsequently, we collected vection strength ratings for large optic flow displays while seated, using both verbal ratings and online throttle measures. We also collected measures of postural sway (changes in anterior-posterior CoP) in response to the same visual motion stimuli while standing on the plate. The magnitude of standing sway in response to expanding optic flow (in comparison to blank fixation periods)...
Presence: Teleoperators and Virtual Environments, 2008
The optic flow patterns generated by virtual reality (VR) systems typically produce visually indu... more The optic flow patterns generated by virtual reality (VR) systems typically produce visually induced experiences of self-motion (vection). While this vection can enhance presence in VR, it is often accompanied by a variant of motion sickness called simulator sickness (SS). However, not all vection experiences are the same. In terms of perceived heading and/or speed, visually simulated self-motion can be either steady or changing. It was hypothesized that changing vection would lead to more SS. Participants viewed an optic flow pattern that either steadily expanded or alternately expanded and contracted. In one experiment, SS was measured pretreatment and after 5 min of viewing using the Simulator Sickness Questionnaire. In a second experiment employing the same stimuli, vection onset and magnitude were measured using a computer-interfaced slide indicator. The steadily expanding flow pattern, compared to the expanding and contracting pattern, led to: 1) significantly less SS, 2) lowe...
A new vection illusion is reported. Vection was induced even though there was no consciously perc... more A new vection illusion is reported. Vection was induced even though there was no consciously perceived global display motion corresponding to the self-motion. The resulting experience can be summarised as: “I feel that I am moving but I do not know why”.
Previous research found that adding stereoscopic information to radially expanding optic flow dec... more Previous research found that adding stereoscopic information to radially expanding optic flow decreased vection onsets and increased vection durations (Palmisano, 1996 Perception & Psychophysics58 1168–1176). In the current experiments, stereoscopic cues were also found to increase perceptions of vection speed and self-displacement during vection in depth—but only when these cues were consistent with monocularly available information about self-motion. Stereoscopic information did not appear to be improving vection by increasing the perceived maximum extent of displays or by making displays appear more three-dimensional. Rather, it appeared that consistent patterns of stereoscopic optic flow provided extra, purely binocular information about vection speed, which resulted in faster/more compelling illusions of self-motion in depth.
Ilusory self-motion (vection) can be induced by large areas of visual motion stimulation. Here we... more Ilusory self-motion (vection) can be induced by large areas of visual motion stimulation. Here we demonstrate for the first time that illusory expansion can induce vection in the absence of any physical display motion.
Hunger was found to facilitate visually induced illusory upward and downward self-motions (vertic... more Hunger was found to facilitate visually induced illusory upward and downward self-motions (vertical vection), but not illusory self-motion in depth (vection in depth). We propose that the origin of this hunger effect lies in the possibility that vertical self-motions (both real and illusory) are more likely to induce changes in visceral state.
We measured the strength of the hollow-face illusion—the ‘flipping distance’ at which perception ... more We measured the strength of the hollow-face illusion—the ‘flipping distance’ at which perception changes between convex and concave—as a function of a lens-induced 3 dioptre refractive error and monocular/binocular viewing. Refractive error and closing one eye both strengthened the illusion to approximately the same extent. The illusion was weakest viewed binocularly without refractive error and strongest viewed monocularly with it. This suggests binocular cues disambiguate the illusion at greater distances than monocular cues, but that both are disrupted by refractive error. We argue that refractive error leaves the ambiguous low-spatial-frequency shading information critical to the illusion largely unaffected while disrupting other, potentially disambiguating, depth/distance cues.
We directly compared recognition for faces following 0° – 75° viewpoint rotation about the yaw, p... more We directly compared recognition for faces following 0° – 75° viewpoint rotation about the yaw, pitch, and roll axes. The aim was to determine the extent to which configural and featural information supported face recognition following rotations about each of these axes. Experiment 1 showed that performance on a sequential-matching task was viewpoint-dependent for all three types of rotation. The best face-recognition accuracy and shortest reaction time was found for roll rotations, then for yaw rotations, and finally the worst accuracy and slowest reaction time was found for pitch rotations. Directional differences in recognition were found for pitch rotations, but not for roll or yaw. Experiment 2 provided evidence that, in all three cases, viewpoint-dependent declines in recognition were primarily driven by the loss of configural information. However, it also appeared that significant featural information was lost following yaw and pitch (but not roll) rotations. Together, these ...
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Papers by Stephen Palmisano