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Kooijman L, Berti S, Asadi H, Nahavandi S, Keshavarz B. Measuring vection: a review and critical evaluation of different methods for quantifying illusory self-motion. Behav Res Methods 2024; 56:2292-2310. [PMID: 37369940 PMCID: PMC10991029 DOI: 10.3758/s13428-023-02148-8] [Citation(s) in RCA: 2] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 05/17/2023] [Indexed: 06/29/2023]
Abstract
The sensation of self-motion in the absence of physical motion, known as vection, has been scientifically investigated for over a century. As objective measures of, or physiological correlates to, vection have yet to emerge, researchers have typically employed a variety of subjective methods to quantify the phenomenon of vection. These measures can be broadly categorized into the occurrence of vection (e.g., binary choice yes/no), temporal characteristics of vection (e.g., onset time/latency, duration), the quality of the vection experience (e.g., intensity rating scales, magnitude estimation), or indirect (e.g., distance travelled) measures. The present review provides an overview and critical evaluation of the most utilized vection measures to date and assesses their respective merit. Furthermore, recommendations for the selection of the most appropriate vection measures will be provided to assist with the process of vection research and to help improve the comparability of research findings across different vection studies.
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Affiliation(s)
- Lars Kooijman
- Institute for Intelligent Systems Research and Innovation, Deakin University, Geelong, Victoria, Australia.
| | - Stefan Berti
- Institute of Psychology, Johannes Gutenberg-University Mainz, Mainz, Germany
| | - Houshyar Asadi
- Institute for Intelligent Systems Research and Innovation, Deakin University, Geelong, Victoria, Australia
| | - Saeid Nahavandi
- Institute for Intelligent Systems Research and Innovation, Deakin University, Geelong, Victoria, Australia
- Harvard Paulson School of Engineering and Applied Sciences, Harvard University, Allston, MA, 02134, USA
| | - Behrang Keshavarz
- Department of Psychology, Toronto Metropolitan University, Toronto, Ontario, Canada
- KITE-Toronto Rehabilitation Institute, University Health Network (UHN), Toronto, Ontario, Canada
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Bury NA, Jenkin M, Allison RS, Herpers R, Harris LR. Vection underwater illustrates the limitations of neutral buoyancy as a microgravity analog. NPJ Microgravity 2023; 9:42. [PMID: 37301926 DOI: 10.1038/s41526-023-00282-3] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/27/2022] [Accepted: 05/25/2023] [Indexed: 06/12/2023] Open
Abstract
Neutral buoyancy has been used as an analog for microgravity from the earliest days of human spaceflight. Compared to other options on Earth, neutral buoyancy is relatively inexpensive and presents little danger to astronauts while simulating some aspects of microgravity. Neutral buoyancy removes somatosensory cues to the direction of gravity but leaves vestibular cues intact. Removal of both somatosensory and direction of gravity cues while floating in microgravity or using virtual reality to establish conflicts between them has been shown to affect the perception of distance traveled in response to visual motion (vection) and the perception of distance. Does removal of somatosensory cues alone by neutral buoyancy similarly impact these perceptions? During neutral buoyancy we found no significant difference in either perceived distance traveled nor perceived size relative to Earth-normal conditions. This contrasts with differences in linear vection reported between short- and long-duration microgravity and Earth-normal conditions. These results indicate that neutral buoyancy is not an effective analog for microgravity for these perceptual effects.
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Affiliation(s)
- Nils-Alexander Bury
- Institute of Visual Computing, Hochschule Bonn-Rhein-Sieg, Grantham-Allee 20, 53757, St. Augustin, Germany.
- Centre for Vision Research, York University, 4700 Keele St., Toronto, ON, M3J 1P3, Canada.
- Dept. of Psychology, York University, 4700 Keele St., Toronto, ON, M3J 1P3, Canada.
| | - Michael Jenkin
- Centre for Vision Research, York University, 4700 Keele St., Toronto, ON, M3J 1P3, Canada
- Department of Electrical Engineering & Computer Science, York University, 4700 Keele St., Toronto, ON, M3J 1P3, Canada
| | - Robert S Allison
- Centre for Vision Research, York University, 4700 Keele St., Toronto, ON, M3J 1P3, Canada
- Department of Electrical Engineering & Computer Science, York University, 4700 Keele St., Toronto, ON, M3J 1P3, Canada
| | - Rainer Herpers
- Institute of Visual Computing, Hochschule Bonn-Rhein-Sieg, Grantham-Allee 20, 53757, St. Augustin, Germany
- Department of Electrical Engineering & Computer Science, York University, 4700 Keele St., Toronto, ON, M3J 1P3, Canada
- Faculty of Computer Science, University of New Brunswick, Fredericton, Canada
| | - Laurence R Harris
- Centre for Vision Research, York University, 4700 Keele St., Toronto, ON, M3J 1P3, Canada
- Dept. of Psychology, York University, 4700 Keele St., Toronto, ON, M3J 1P3, Canada
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Souchet AD, Lourdeaux D, Burkhardt JM, Hancock PA. Design guidelines for limiting and eliminating virtual reality-induced symptoms and effects at work: a comprehensive, factor-oriented review. Front Psychol 2023; 14:1161932. [PMID: 37359863 PMCID: PMC10288216 DOI: 10.3389/fpsyg.2023.1161932] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/08/2023] [Accepted: 05/16/2023] [Indexed: 06/28/2023] Open
Abstract
Virtual reality (VR) can induce side effects known as virtual reality-induced symptoms and effects (VRISE). To address this concern, we identify a literature-based listing of these factors thought to influence VRISE with a focus on office work use. Using those, we recommend guidelines for VRISE amelioration intended for virtual environment creators and users. We identify five VRISE risks, focusing on short-term symptoms with their short-term effects. Three overall factor categories are considered: individual, hardware, and software. Over 90 factors may influence VRISE frequency and severity. We identify guidelines for each factor to help reduce VR side effects. To better reflect our confidence in those guidelines, we graded each with a level of evidence rating. Common factors occasionally influence different forms of VRISE. This can lead to confusion in the literature. General guidelines for using VR at work involve worker adaptation, such as limiting immersion times to between 20 and 30 min. These regimens involve taking regular breaks. Extra care is required for workers with special needs, neurodiversity, and gerontechnological concerns. In addition to following our guidelines, stakeholders should be aware that current head-mounted displays and virtual environments can continue to induce VRISE. While no single existing method fully alleviates VRISE, workers' health and safety must be monitored and safeguarded when VR is used at work.
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Affiliation(s)
- Alexis D. Souchet
- Heudiasyc UMR 7253, Alliance Sorbonne Université, Université de Technologie de Compiègne, CNRS, Compiègne, France
- Institute for Creative Technologies, University of Southern California, Los Angeles, CA, United States
| | - Domitile Lourdeaux
- Heudiasyc UMR 7253, Alliance Sorbonne Université, Université de Technologie de Compiègne, CNRS, Compiègne, France
| | | | - Peter A. Hancock
- Department of Psychology, University of Central Florida, Orlando, FL, United States
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Kooijman L, Asadi H, Mohamed S, Nahavandi S. A virtual reality study investigating the train illusion. ROYAL SOCIETY OPEN SCIENCE 2023; 10:221622. [PMID: 37063997 PMCID: PMC10090874 DOI: 10.1098/rsos.221622] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 08/31/2022] [Accepted: 03/20/2023] [Indexed: 06/19/2023]
Abstract
The feeling of self-movement that occurs in the absence of physical motion is often referred to as vection, which is commonly exemplified using the train illusion analogy (TIA). Limited research exists on whether the TIA accurately exemplifies the experience of vection in virtual environments (VEs). Few studies complemented their vection research with participants' qualitative feedback or by recording physiological responses, and most studies used stimuli that contextually differed from the TIA. We investigated whether vection is experienced differently in a VE replicating the TIA compared to a VE depicting optic flow by recording subjective and physiological responses. Additionally, we explored participants' experience through an open question survey. We expected the TIA environment to induce enhanced vection compared to the optic flow environment. Twenty-nine participants were visually and audibly immersed in VEs that either depicted optic flow or replicated the TIA. Results showed optic flow elicited more compelling vection than the TIA environment and no consistent physiological correlates to vection were identified. The post-experiment survey revealed discrepancies between participants' quantitative and qualitative feedback. Although the dynamic content may outweigh the ecological relevance of the stimuli, it was concluded that more qualitative research is needed to understand participants' vection experience in VEs.
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Affiliation(s)
- Lars Kooijman
- Institute for Intelligent Systems Research and Innovation, Deakin University, Geelong, Victoria, Australia
| | - Houshyar Asadi
- Institute for Intelligent Systems Research and Innovation, Deakin University, Geelong, Victoria, Australia
| | - Shady Mohamed
- Institute for Intelligent Systems Research and Innovation, Deakin University, Geelong, Victoria, Australia
| | - Saeid Nahavandi
- Institute for Intelligent Systems Research and Innovation, Deakin University, Geelong, Victoria, Australia
- Harvard Paulson School of Engineering and Applied Sciences, Harvard University, Allston, MA 02134, USA
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Han PH, Wang TH, Chou CH. GroundFlow: Liquid-based Haptics for Simulating Fluid on the Ground in Virtual Reality. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2023; PP:2670-2679. [PMID: 37027583 DOI: 10.1109/tvcg.2023.3247073] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/19/2023]
Abstract
Utilizing haptic devices to enhance the immersive experience is a direct approach in virtual reality (VR) applications. Various studies develop haptic feedback using force, wind, and thermal mechanisms. However, most haptic devices simulate feedback in dry environments such as the living room, prairie, or city. Water-related environments are thus less explored, for example, rivers, beaches, and swimming pools. In this paper we present GroundFlow, a liquid-based haptic floor system for simulating fluid on the ground in VR. We discuss design considerations and propose a system architecture and interaction design. We conduct two user studies to assist in the design of a multiple-flow feedback mechanism, develop three applications to explore the potential uses of the mechanism, and consider the limitations and challenges thereof to inform VR developers and haptic practitioners.
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The rubber hand illusion in microgravity and water immersion. NPJ Microgravity 2022; 8:15. [PMID: 35523786 PMCID: PMC9076892 DOI: 10.1038/s41526-022-00198-4] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/04/2021] [Accepted: 03/23/2022] [Indexed: 11/08/2022] Open
Abstract
Our body has evolved in terrestrial gravity and altered gravitational conditions may affect the sense of body ownership (SBO). By means of the rubber hand illusion (RHI), we investigated the SBO during water immersion and parabolic flights, where unconventional gravity is experienced. Our results show that unconventional gravity conditions remodulate the relative weights of visual, proprioceptive, and vestibular inputs favoring vision, thus inducing an increased RHI susceptibility.
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A systematic review and meta-analysis on the use of tactile stimulation in vection research. Atten Percept Psychophys 2021; 84:300-320. [PMID: 34921337 DOI: 10.3758/s13414-021-02400-3] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 10/27/2021] [Indexed: 11/08/2022]
Abstract
Vection is classically defined as the illusory perception of self-motion induced via visual stimuli. The utility of vection research lies in its potential to enhance simulation fidelity, as measured through presence, and reduce the probability that motion sickness symptoms occur. Studies have shown a multimodal interaction of various sensory systems in facilitating vection, and the utility of co-stimulating some of these sensory systems along with the presentation of visual stimuli have been reviewed. However, a review on the use of tactile stimulation in vection research appears to be missing from literature. The purpose of this review was to evaluate the current methodologies, and outcomes, of tactile stimulation in vection research. We searched for articles through EBSCOHost, Scopus and Web of Science. Studies were included only if they detailed an experiment on the effect of tactile stimulation on vection. Twenty-four studies were obtained and distilled in tabular form. Eighteen studies contained sufficient information to be included in a meta-analysis. We identified that tactile stimulation has mostly been applied in the form of vibrational stimulation to the feet. Furthermore, tactile stimulation is most effective when it is presented in a temporally congruent manner to other sensory cues, whereas tactile stimulation as a unisensory stimulus does not appear to be effective in eliciting vection. We discuss the need for more qualitative research to reduce methodological inhomogeneities and recommend future research in tactile-mediated vection to investigate stimulation to the torso and investigate the use of forces as a tactile stimulus.
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Estimating Critical Latency Affecting Ship’s Collision in Re-Mote Maneuvering of Autonomous Ships. APPLIED SCIENCES-BASEL 2021. [DOI: 10.3390/app112210987] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
Estimation of the critical latency that can cause collision in remote maneuvering of autonomous ships can provide a clue to avoid collisions. The concept of estimating the critical latency was established using the turning circle formed by the turning maneuver of the own ship, and critical latency was estimated using the radius of the turning circle with the turning time ratio. The turning circle was observed using the turning trajectory of the give-way vessel measured in the ship maneuvering simulation experiment. Experimental results demonstrated that the proposed method is capable of identifying both the location and time of the collision due to critical latency. As a result, a clue to avoid possible collision in remote maneuvering caused by critical latency was deduced.
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