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Kondo T, Hirao Y, Narumi T, Amemiya T. Effects of bone-conducted vibration stimulation of various frequencies on the vertical vection. Sci Rep 2023; 13:15759. [PMID: 37735202 PMCID: PMC10514326 DOI: 10.1038/s41598-023-42589-x] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/25/2023] [Accepted: 09/12/2023] [Indexed: 09/23/2023] Open
Abstract
Illusory self-motion ("vection") has been used to present a sense of movement in virtual reality (VR) and other similar applications. It is crucial in vection research to present a stronger sense of movement. Bone-conducted vibration (BCV) is a small and generally acceptable method for enhancing the sense of movement in VR. However, its effects on vection have not been extensively studied. Here, we conducted two experiments to investigate the effect of BCV on the vection, which generates an upward sensation under the hypothesis that BCV stimulation to the mastoid processes causes noise in the vestibular system and enhances visually-induced self-motion perception. The experiments focused on the effects of BCV stimuli of different frequencies on the vection experience. The results suggested that 500 Hz BCV was more effective as noise to the vestibular system than other frequency BCVs and improved self-motion sensation. This study examines the effects of BCV with different frequencies on the vection experience and designs a theory for using BCV in VR.
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Affiliation(s)
- Tetsuta Kondo
- Graduate School of Information Science and Technology, The University of Tokyo, Tokyo, 1138656, Japan
| | - Yutaro Hirao
- Graduate School of Information Science and Technology, The University of Tokyo, Tokyo, 1138656, Japan
| | - Takuji Narumi
- Graduate School of Information Science and Technology, The University of Tokyo, Tokyo, 1138656, Japan
| | - Tomohiro Amemiya
- Graduate School of Information Science and Technology, The University of Tokyo, Tokyo, 1138656, Japan.
- Information Technology Center, The University of Tokyo, Tokyo, 1138658, Japan.
- Virtual Reality Educational Research Center, The University of Tokyo, Tokyo, 1138656, Japan.
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2
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Guo X, Nakamura S, Fujii Y, Seno T, Palmisano S. Effects of luminance contrast, averaged luminance and spatial frequency on vection. Exp Brain Res 2021; 239:3507-3525. [PMID: 34529107 DOI: 10.1007/s00221-021-06214-5] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/05/2021] [Accepted: 09/01/2021] [Indexed: 11/28/2022]
Abstract
Changing the speed, size and material properties of optic flow can significantly alter the experience of vection (i.e. visually induced illusions of self-motion). Until now, there has not been a systematic investigation of the effects of luminance contrast, averaged luminance and stimulus spatial frequency on vection. This study examined the vection induced by horizontally oriented gratings that continuously drifted downwards at either 20° or 60°/s. Each of the visual motion stimuli tested had one of: (a) six different levels of luminance contrast; (b) four different levels of averaged luminance; and (c) four different spatial frequencies. Our experiments showed that vection could be significantly altered by manipulating each of these visual properties. Vection strength increased with the grating's luminance contrast (in Experiment 1), its averaged luminance (in Experiment 2), and its spatial frequency (in Experiment 3). Importantly, interactions between these three factors were also found for the vection induced in Experiment 4. While simulations showed that these vection results could have been caused by effects on stimulus motion energy, differences in perceived grating visibility, brightness or speed may have also contributed to our findings.
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Affiliation(s)
- Xuanru Guo
- Faculty of Design, Kyushu University, Minami-ku, Fukuoka, 815-8540, Japan.
| | - Shinji Nakamura
- School of Psychology, Nihon Fukushi University, Okuda, Mihama-cho, Aichi, 470-3295, Japan
| | - Yoshitaka Fujii
- Graduate School of Humanities and Social Sciences, Kumamoto University, Chuo-ku, Kumamoto, 860-8555, Japan
| | - Takeharu Seno
- Faculty of Design, Kyushu University, Minami-ku, Fukuoka, 815-8540, Japan.
| | - Stephen Palmisano
- School of Psychology, University of Wollongong, Wollongong, NSW, 2522, Australia
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3
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Obereisenbuchner F, Dowsett J, Taylor PCJ. Self-initiation Inhibits the Postural and Electrophysiological Responses to Optic Flow and Button Pressing. Neuroscience 2021; 470:37-51. [PMID: 34273415 DOI: 10.1016/j.neuroscience.2021.07.003] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/15/2021] [Revised: 07/02/2021] [Accepted: 07/06/2021] [Indexed: 10/20/2022]
Abstract
As we move through our environment, our visual system is presented with optic flow, a potentially important cue for perception, navigation and postural control. How does the brain anticipate the optic flow that arises as a consequence of our own movement? Converging evidence suggests that stimuli are processed differently by the brain if occurring as a consequence of self-initiated actions, compared to when externally generated. However, this has mainly been demonstrated with auditory stimuli. It is not clear how this occurs with optic flow. We measured behavioural, neurophysiological and head motion responses of 29 healthy participants to radially expanding, vection-inducing optic flow stimuli, simulating forward transitional motion, which were either initiated by the participant's own button-press ("self-initiated flow") or by the computer ("passive flow"). Self-initiation led to a prominent and left-lateralized inhibition of the flow-evoked posterior event-related alpha desynchronization (ERD), and a stabilisation of postural responses. Neither effect was present in control button-press-only trials, without optic flow. Additionally, self-initiation also produced a large event-related potential (ERP) negativity between 130-170 ms after optic flow onset. Furthermore, participants' visual induced motion sickness (VIMS) and vection intensity ratings correlated positively across the group - although many participants felt vection in the absence of any VIMS, none reported the opposite combination. Finally, we found that the simple act of making a button press leads to a detectable head movement even when using a chin rest. Taken together, our results indicate that the visual system is capable of predicting optic flow when self-initiated, to affect behaviour.
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Affiliation(s)
- Florian Obereisenbuchner
- MMRS - Munich Medical Research School, University Hospital, LMU Munich, Germany; Faculty of Medicine, LMU Munich, Germany.
| | - James Dowsett
- Department of Neurology, University Hospital, LMU Munich, Germany; German Center for Vertigo and Balance Disorders, University Hospital, LMU Munich, Germany; Department of Psychology, LMU Munich, Germany.
| | - Paul C J Taylor
- Department of Neurology, University Hospital, LMU Munich, Germany; German Center for Vertigo and Balance Disorders, University Hospital, LMU Munich, Germany; Department of Psychology, LMU Munich, Germany; Faculty of Philosophy and Philosophy of Science, LMU Munich, Germany; Munich Center for Neurosciences - Brain and Mind, LMU Munich, Germany.
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4
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Pöhlmann KMT, O’Hare L, Dickinson P, Parke A, Föcker J. Action Video Game Players Do Not Differ in the Perception of Contrast-Based Motion Illusions but Experience More Vection and Less Discomfort in a Virtual Environment Compared to Non-Action Video Game Players. JOURNAL OF COGNITIVE ENHANCEMENT 2021. [DOI: 10.1007/s41465-021-00215-6] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/21/2022]
Abstract
AbstractAction video game players (AVGPs) show enhanced visual perceptual functions compared to their non-video game playing peers (NVGPs). Whether AVGPs are more susceptible towards static contrast motion illusions, such as Fraser Wilcox illusions, has not been addressed so far. Based on their improved perceptual skills, AVGPs are expected to be more susceptible to the illusions and perceive more motion in them. The experience of illusory self-motion (vection) is believed to be dependent on top-down attentional processes; AVGPs should therefore experience stronger vection compared to NVGPs based on their improved attentional skills. Lastly, due to their extensive prior experience with virtual environments, AVGPs should experience less discomfort in VR compared to NVGPs. We presented rotating and expanding motion illusions in a virtual environment and asked 22 AVGPs and 21 NVGPs to indicate the strength of illusory motion, as well as the level of discomfort and vection experienced when exposed to these motion illusions. Results indicated that AVGPs and NVGPs perceived the same amount of motion when viewing these illusions. However, AVGPs perceived more vection and less discomfort compared to NVGPs, possibly due to factors such as enhanced top-down attentional control and adaptation. No differences in the perception of expanding and rotating illusions were found. Discomfort experienced by AVGPs was related to illusion strength, suggesting that contrast illusions might evoke the perceived discomfort rather than the virtual environment. Further studies are required to investigate the relationship between contrast sensitivity, migraine and the perception of illusion in AVGPs which should include illusory motion onset and duration measures.
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5
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Yahata R, Takeya W, Seno T, Tamada Y. Hot Wind to the Body Can Facilitate Vection Only When Participants Walk Through a Fire Corridor Virtually. Perception 2021; 50:154-164. [PMID: 33475454 DOI: 10.1177/0301006620987087] [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] [Indexed: 11/16/2022]
Abstract
Vection has been reported to be enhanced by wind, as long as the wind is a normal temperature and not hot. However, here we report that a hot wind can facilitate vection, as long as it is natural and consistent with the visual stimulus. We created a fire-corridor stimulus that was consistent with a hot wind and a control stimulus composed of cubes, which were irrelevant to a hot wind. We compared the vection strength induced by a fire-corridor (fire condition) visual stimulus with that induced by geometric cubes (no-fire condition) visual stimulus. There were three wind type conditions: a normal temperature wind, hot wind, and no wind. The results showed that a normal temperature wind facilitated vection and that a hot wind (but not a normal wind) highly enhanced vection when a fire-corridor stimulus was presented. These results suggest that vection is highly affected and modulated by high-level cognitive processes.
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6
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The role of cognitive factors and personality traits in the perception of illusory self-motion (vection). Atten Percept Psychophys 2021; 83:1804-1817. [PMID: 33409903 PMCID: PMC8084801 DOI: 10.3758/s13414-020-02228-3] [Citation(s) in RCA: 10] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 11/30/2020] [Indexed: 01/22/2023]
Abstract
Vection is a perceptual phenomenon that describes the visually induced subjective sensation of self-motion in the absence of physical motion. Previous research has discussed the potential involvement of top-down cognitive mechanisms on vection. Here, we quantified how cognitive manipulations such as contextual information (i.e., expectation) and plausibility (i.e., chair configuration) alter vection. We also explored how individual traits such as field dependence, depersonalization, anxiety, and social desirability might be related to vection. Fifty-one healthy adults were exposed to an optic flow stimulus that consisted of horizontally moving black-and-white bars presented on three adjacent monitors to generate circular vection. Participants were divided into three groups and given experimental instructions designed to induce either strong, weak, or no expectation with regard to the intensity of vection. In addition, the configuration of the chair (rotatable or fixed) was modified during the experiment. Vection onset time, duration, and intensity were recorded. Results showed that expectation altered vection intensity, but only when the chair was in the rotatable configuration. Positive correlations for vection measures with field dependence and depersonalization, but no sex-related effects were found. Our results show that vection can be altered by cognitive factors and that individual traits can affect the perception of vection, suggesting that vection is not a purely perceptual phenomenon, but can also be affected by top-down mechanisms.
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7
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Sato H, Morimoto Y, Remijn GB, Seno T. Differences in Three Vection Indices (Latency, Duration, and Magnitude) Induced by "Camera-Moving" and "Object-Moving" in a Virtual Computer Graphics World, Despite Similarity in the Retinal Images. Iperception 2020; 11:2041669520958430. [PMID: 33149877 PMCID: PMC7580144 DOI: 10.1177/2041669520958430] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/28/2020] [Accepted: 08/04/2020] [Indexed: 11/20/2022] Open
Abstract
To create a self-motion (vection) situation in three-dimensional computer graphics (CG), there are mainly two ways: moving a camera toward an object ("camera moving") or by moving the object and its surrounding environment toward the camera ("object moving"). As both methods vary considerably in the amount of computer calculations involved in generating CG, knowing how each method affects self-motion perception should be important to CG-creators and psychologists. Here, we simulated self-motion in a virtual three-dimensional CG-world, without stereoscopic disparity, which correctly reflected the lighting and glare. Self-motion was induced by "camera moving" or by "object moving," which in the present experiments was done by moving a tunnel surrounding the camera toward the camera. This produced two retinal images that were virtually identical in Experiment 1 and very similar in Experiments 2 and 3. The stimuli were presented on a large plasma display to 15 naive participants and induced substantial vection. Three experiments comparing vection strength between the two methods found weak but significant differences. The results suggest that when creating CG visual experiences, "camera-moving" induces stronger vection.
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Affiliation(s)
- Hirotaro Sato
- Faculty of Design, Kyushu University, Fukuoka, Japan
| | - Yuki Morimoto
- Faculty of Design, Kyushu University, Fukuoka, Japan
| | | | - Takeharu Seno
- Faculty of Design, Kyushu University, Fukuoka, Japan
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8
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Fujii Y. The Effect of Optical Flow Motion Direction on Vection Strength. Iperception 2020; 11:2041669519899108. [PMID: 31976056 PMCID: PMC6958656 DOI: 10.1177/2041669519899108] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/28/2018] [Accepted: 12/13/2019] [Indexed: 11/26/2022] Open
Abstract
In some phenomena of visual perception, the motion direction of visual stimuli can affect perception. In particular, asymmetries between oblique directions and cardinal (horizontal and vertical) directions have been reported and are known as oblique effects (e.g., contrast sensitivity and motion threshold). In this study, we investigated how vection strength depends on motion direction. Participants observed random-dot optical flow in a circular field and rated the perceived vection strength. Dot movement was systematically controlled using the following angles: 0° (up), 30°, 45°, 60°, 90°, 120°, 135°, 150°, and 180° (down). We found that vection strength depended on motion direction and was weaker in the oblique directions than cardinal directions. Thus, the effect of motion direction on vection strength was variable, as seen in the shape of the oblique effect.
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Affiliation(s)
- Yoshitaka Fujii
- Faculty of Design, Kyushu University, Fukuoka, Japan; Research Organization of Open Innovation and Collaboration, Ritsumeikan University, Osaka, Japan; Faculty of Humanities and Social Sciences, Kumamoto University, Kumamoto, Japan
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9
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Material surface properties modulate vection strength. Exp Brain Res 2019; 237:2675-2690. [DOI: 10.1007/s00221-019-05620-0] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/24/2018] [Accepted: 08/05/2019] [Indexed: 01/19/2023]
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10
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Weech S, Varghese JP, Barnett-Cowan M. Estimating the sensorimotor components of cybersickness. J Neurophysiol 2018; 120:2201-2217. [PMID: 30044672 PMCID: PMC6295542 DOI: 10.1152/jn.00477.2018] [Citation(s) in RCA: 26] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/13/2018] [Accepted: 07/17/2018] [Indexed: 11/22/2022] Open
Abstract
The user base of the virtual reality (VR) medium is growing, and many of these users will experience cybersickness. Accounting for the vast interindividual variability in cybersickness forms a pivotal step in solving the issue. Most studies of cybersickness focus on a single factor (e.g., balance, sex, or vection), while other contributors are overlooked. Here, we characterize the complex relationship between cybersickness and several measures of sensorimotor processing. In a single session, we conducted a battery of tests of balance control, vection responses, and vestibular sensitivity to self-motion. Following this, we measured cybersickness after VR exposure. We constructed a principal components regression model using the measures of sensorimotor processing. The model significantly predicted 37% of the variability in cybersickness measures, with 16% of this variance being accounted for by a principal component that represented balance control measures. The strongest predictor was participants' sway path length during vection, which was inversely related to cybersickness [ r(28) = -0.53, P = 0.002] and uniquely accounted for 7.5% of the variance in cybersickness scores across participants. Vection strength reports and measures of vestibular sensitivity were not significant predictors of cybersickness. We discuss the possible role of sensory reweighting in cybersickness that is suggested by these results, and we identify other factors that may account for the remaining variance in cybersickness. The results reiterate that the relationship between balance control and cybersickness is anything but straightforward. NEW & NOTEWORTHY The advent of consumer virtual reality provides a pressing need for interventions that combat sickness in simulated environments (cybersickness). This research builds on multiple theories of cybersickness etiology to develop a predictive model that distinguishes between individuals who are/are not likely to experience cybersickness. In the future this approach can be adapted to provide virtual reality users with curated content recommendations based on more efficient measurements of sensorimotor processing.
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Affiliation(s)
- Séamas Weech
- Department of Kinesiology, University of Waterloo , Waterloo, Ontario , Canada
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11
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Inhibition of vection by grasping an object. Exp Brain Res 2018; 236:3215-3221. [DOI: 10.1007/s00221-018-5375-3] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/20/2018] [Accepted: 09/06/2018] [Indexed: 10/28/2022]
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12
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Seno T, Murata K, Fujii Y, Kanaya H, Ogawa M, Tokunaga K, Palmisano S. Vection Is Enhanced by Increased Exposure to Optic Flow. Iperception 2018; 9:2041669518774069. [PMID: 30046430 PMCID: PMC6055108 DOI: 10.1177/2041669518774069] [Citation(s) in RCA: 13] [Impact Index Per Article: 2.2] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/14/2018] [Accepted: 04/08/2018] [Indexed: 11/15/2022] Open
Abstract
We examined whether vection strength could be modulated by altering the exposure duration to optic flow. Experiment 1 sourced 150 different video clips from various Japanese animation works which simulated self-motion. Despite large differences in the content of these video clips, we found a significant positive correlation between their play durations and their ratings of vection magnitude. Experiment 2 examined this relationship further using more tightly controlled visual motion stimuli. Vection was induced by presenting the motion of the same expanding grating stimulus for 8, 16, 32, or 64 seconds. While vection onset latencies remained constant across these four conditions, vection magnitude/strength was found to increase systematically with the exposure duration. As predicted by a recent computational model of vection, we conclude that subjective vection strength does depend on the exposure duration to optic flow.
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Affiliation(s)
- Takeharu Seno
- Faculty of Design, Kyushu University, Minami-ku, Fukuoka, Japan
| | - Kayoko Murata
- Graduate School of Humanities, Tokyo Metropolitan University, Hachioji-shi, Tokyo, Japan
| | - Yoshitaka Fujii
- Research Organization of Open Innovation and Collaboration, Ritsumeikan University, Ibaraki-shi, Osaka, Japan; Faculty of Design, Kyushu University, Minami-ku, Fukuoka, Japan
| | - Hidetoshi Kanaya
- College of Comprehensive Psychology, Ritsumeikan University, Ibaraki-shi, Osaka, Japan; Faculty of Human Informatics, Aichi Shukutoku University, Nagakute-shi, Aichi, Japan
| | - Masaki Ogawa
- Faculty of Design, Kyushu University, Minami-ku, Fukuoka, Japan
| | | | - Stephen Palmisano
- School of Psychology, University of Wollongong, Wollongong, NSW, Australia
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Shirai N, Endo S, Tanahashi S, Seno T, Imura T. Development of Asymmetric Vection for Radial Expansion or Contraction Motion: Comparison Between School-Age Children and Adults. Iperception 2018; 9:2041669518761191. [PMID: 29755720 PMCID: PMC5937634 DOI: 10.1177/2041669518761191] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/11/2017] [Accepted: 02/01/2018] [Indexed: 11/16/2022] Open
Abstract
Vection is illusory self-motion elicited by visual stimuli and is more easily induced by radial contraction than expansion flow in adults. The asymmetric feature of vection was reexamined with 18 younger (age: 6–8 years) and 19 older children (age: 9–11 years) and 20 adults. In each experimental trial, participants observed either radial expansion or contraction flow; the latency, cumulative duration, and saturation of vection were measured. The results indicated that the latency for contraction was significantly shorter than that for expansion in all age-groups. In addition, the latency and saturation were significantly shorter and greater, respectively, in the younger or older children compared with the adults, regardless of the flow pattern. These results indicate that the asymmetry in vection for expansion or contraction flow emerges by school age, and that school-age children experience significantly more rapid and stronger vection than adults.
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Affiliation(s)
- Nobu Shirai
- Department of Psychology, Faculty of Humanities, Niigata University, Japan
| | - Shuich Endo
- Department of Electrical and Information Engineering, Graduate School of Science and Technology, Niigata University, Japan
| | - Shigehito Tanahashi
- Department of Biocybernetics, Faculty of Engineering, Niigata University, Japan
| | - Takeharu Seno
- Faculty of Design, Kyushu University, Fukuoka, Japan; Research Center for Applied Perceptual Science, Kyushu University, Fukuoka, Japan
| | - Tomoko Imura
- Department of Information Systems, Faculty of Information Culture, Niigata University of International and Information Studies, Japan
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