Despite amazing advances in the visual quality of virtual environments, affordable-yet-effective self-motion simulation still poses a major challenge. Using a standard psychophysical paradigm, the effectiveness of different self-motion simulations was quantified in terms of the onset latency, intensity, and convincingness of the perceived illusory self motion (vection). Participants were asked to actively follow different pre-defined trajectories through a naturalistic virtual scene presented on a panoramic projection screen using three different input devices: a computer mouse, a joystick, or a modified manual wheelchair. For the wheelchair, participants exerted their own minimal motion cueing using a simple forcefeedback and a velocity control paradigm: small translational or rotational motions of the wheelchair (limited to 8cm and 10◦ , respectively) initiated a corresponding visual motion with the visual velocity being proportional to the wheelchair deflection (similar to a ...
Bernhard E. Riecke