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  Simple User-Generated Motion Cueing can Enhance Self-Motion Perception (Vection) in Virtual Reality

Riecke, B. (2006). Simple User-Generated Motion Cueing can Enhance Self-Motion Perception (Vection) in Virtual Reality. In M., Slater, Y., Kitamura, A., Tal, A., Amditis, & Y., Chrysanthou (Eds.), VRST '06: Proceedings of the ACM Symposium on Virtual Reality Software and Technology (pp. 104-107). New York, NY, USA: ACM Press.

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 作成者:
Riecke, BE1, 2, 著者           
所属:
1Department Human Perception, Cognition and Action, Max Planck Institute for Biological Cybernetics, Max Planck Society, ou_1497797              
2Max Planck Institute for Biological Cybernetics, Max Planck Society, Spemannstrasse 38, 72076 Tübingen, DE, ou_1497794              

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 要旨: Despite amazing advances in the visual quality of virtual environ-ments, 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 per-ceived 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 force-feedback and a velocity control paradigm: small translational or rotational motions of the wheelchair (limited to 8cm and 10°, re-spectively) initiated a corresponding visual motion with the visual velocity being proportional to the wheelchair deflection (similar to a joystick). All dependent measures showed a clear enhancement of the perceived self-motion when the wheelchair was used instead of the mouse or joystick. Compared to more traditional approaches of enhancing self-motion perception (e.g., motion platforms, free walking areas, or treadmills) the current approach of using a simple user-generated motion cueing has only minimal requirements in terms of overall costs, required space, safety features, and technical effort and expertise. Thus, the current approach might be promising for a wide range of low-cost applications.

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 日付: 2006-11
 出版の状態: 出版
 ページ: -
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 識別子(DOI, ISBNなど): DOI: 10.1145/1180495.1180517
BibTex参照ID: 4063
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イベント名: ACM Symposium on Virtual Reality Software and Technology (VRST 2006)
開催地: Limassol, Cyprus
開始日・終了日: 2006-11-01 - 2006-11-03

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出版物名: VRST '06: Proceedings of the ACM Symposium on Virtual Reality Software and Technology
種別: 会議論文集
 著者・編者:
Slater, M, 編集者
Kitamura, Y, 編集者
Tal, A, 編集者
Amditis, A, 編集者
Chrysanthou, Y, 編集者
所属:
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出版社, 出版地: New York, NY, USA : ACM Press
ページ: - 巻号: - 通巻号: - 開始・終了ページ: 104 - 107 識別子(ISBN, ISSN, DOIなど): ISBN: 1-59593-321-2