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VR
2002
IEEE

Simulating Self-Motion I: Cues for the Perception of Motion

14 years 2 days ago
Simulating Self-Motion I: Cues for the Perception of Motion
When people move there are many visual and non-visual cues that can inform them about their movement. Simulating self motion in a virtual-reality environment thus needs to take these non-visual cues into account in addition to the normal high-quality visual display. Here we examine the contribution of visual and non-visual cues to our perception of self-motion. The perceived distance of self motion can be estimated from the visual flow field, physical forces or the act of moving. On its own, passive visual motion is a very effective cue to self motion, and evokes a perception of self motion that is related to the actual motion in a way that varies with acceleration. Passive physical motion turns out to be a particularly potent self motion cue: not only does it evoke an exaggerated sensation of motion, but it also tends to dominate other cues.
Laurence R. Harris, Michael Jenkin, Daniel C. Ziko
Added 23 Dec 2010
Updated 23 Dec 2010
Type Journal
Year 2002
Where VR
Authors Laurence R. Harris, Michael Jenkin, Daniel C. Zikovitz, Fara Redlick, P. M. Jaekl, Urszula Jasiobedzka, H. L. Jenkin, Robert S. Allison
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