DocumentCode
336383
Title
Vestibular cues and virtual environments: choosing the magnitude of the vestibular cue
Author
Harris, Laurence ; Jenkin, Michael ; Zikovitz, Daniel C.
Author_Institution
Dept. of Psychology, York Univ., Toronto, Ont., Canada
fYear
1999
fDate
13-17 Mar 1999
Firstpage
229
Lastpage
236
Abstract
The design of virtual environments usually concentrates on constructing a realistic visual simulation and ignores the non-visual cues normally associated with moving through an environment. The lack of the normal complement of cues may contribute to cybersickness and may affect operator performance. Previously (1998) we described the effect of adding vestibular cues during passive linear motion and showed an unexpected dominance of the vestibular cue in determining the magnitude of the perceived motion. Here we vary the relative magnitude of the visual and vestibular cues and describe a simple linear summation model that predicts the resulting perceived magnitude of motion. The model suggests that designers of virtual reality displays should add vestibular information in a ratio of one to four with the visual motion to obtain convincing and accurate performance
Keywords
haptic interfaces; virtual reality; linear summation model; passive linear motion; realistic visual simulation; vestibular cues; virtual environments; virtual reality displays; Acceleration; Biological system modeling; Computational biology; Computational modeling; Computer science; Displays; Optical sensors; Psychology; Virtual environment; Virtual reality;
fLanguage
English
Publisher
ieee
Conference_Titel
Virtual Reality, 1999. Proceedings., IEEE
Conference_Location
Houston, TX
ISSN
1087-8270
Print_ISBN
0-7695-0093-5
Type
conf
DOI
10.1109/VR.1999.756956
Filename
756956
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