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VR
1999
IEEE

Vestibular Cues and Virtual Environments: Choosing the Magnitude of the Vestibular Cue

14 years 3 months ago
Vestibular Cues and Virtual Environments: Choosing the Magnitude of the Vestibular Cue
The design of virtual environments usually concentrates on constructing a realistic visual simulation and ignores the non-visual cues normally associated with moving through an environment. The lack of the normal complement of cues may contribute to cybersickness and may a ect operator performance. In 3 we described the e ect of adding vestibular cues during passive linear motion and showed an unexpected dominance of the vestibular cue in determining the magnitude of the perceived motion. Here we vary the relative magnitude of the visual and vestibular cues and describe a simple linear summation model that predicts the resulting perceived magnitude of motion. The model suggests that designers of virtual reality displays should add vestibular information in a ratio of one to four with the visual motion to obtain convincing and accurate performance.
Laurence R. Harris, Michael Jenkin, Daniel C. Ziko
Added 04 Aug 2010
Updated 04 Aug 2010
Type Conference
Year 1999
Where VR
Authors Laurence R. Harris, Michael Jenkin, Daniel C. Zikovitz
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