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Orthographic and perspective projection influences linear vection in large screen virtual environments

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http://pubman.mpdl.mpg.de/cone/persons/resource/persons84730

Trutoiu,  LC
Max Planck Institute for Biological Cybernetics, Max Planck Society;

http://pubman.mpdl.mpg.de/cone/persons/resource/persons84088

Marin S-D, Mohler,  BJ
Department Human Perception, Cognition and Action, Max Planck Institute for Biological Cybernetics, Max Planck Society;

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Citation

Trutoiu, L., Marin S-D, Mohler, B., & Fennema, C. (2007). Orthographic and perspective projection influences linear vection in large screen virtual environments. Poster presented at 4th Symposium on Applied Perception in Graphics and Visualization (APGV 2007), Tübingen, Germany.


Cite as: http://hdl.handle.net/11858/00-001M-0000-0013-CCFB-2
Abstract
Vection is defined as the visually induced illusion of self motion [Fischer and Kornmüller 1930]. Previous research has suggested that linear vection (the illusion of self-translation) is harder to achieve than circular vection (the illusion of self-rotation) in both laboratory settings (typically using 2D stimuli such as black and white stripes) [Rieser 2006] and virtual environment setups [Schulte-Pelkum 2007; Mohler et al. 2005]. In real a life situation when experiencing circular vection all objects rotate around the observer with the same angular velocity. For linear motion, however, the change in the oberver position results in a change in the observed position of closer objects with respect to farther away objects or the background. This phenomenon, motion parallax, provides pictorial depth cues as closer objects appear to be moving faster compared to more distant objects.