Vestibular cues and virtual environments: choosing the magnitude of the vestibular cue

Vestibular cues and virtual environments: choosing the magnitude of the vestibular cue
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前庭线索和虚拟环境:选择前庭线索的大小

DOI:
10.1109/vr.1999.756956
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发表时间:
1999
期刊:
Proceedings IEEE Virtual Reality (Cat. No. 99CB36316)
影响因子:
--
通讯作者:
D. Zikovitz
D. Zikovitz
中科院分区:
--
文献类型:
--
作者:
L. Harris;M. Jenkin;D. Zikovitz

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虚拟环境的设计通常集中于构建真实的视觉模拟,而忽略通常与在环境中移动相关的非视觉线索。缺乏正常的提示补充可能会导致晕机症,并可能影响操作员的表现。之前(1998)我们描述了在被动线性运动期间添加前庭提示的效果,并显示出前庭提示在确定感知运动的幅度方面具有意想不到的优势。在这里,我们改变视觉和前庭线索的相对幅度,并描述一个简单的线性求和模型,该模型可以预测由此产生的感知运动幅度。该模型建议虚拟现实显示器的设计者应将前庭信息与视觉运动以一比四的比例添加,以获得令人信服且准确的性能。
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.
DOI: 10.1037/0096-1523.14.4.646
发表时间: 1988-11-01
影响因子: 2.1
作者:
WARREN, WH;MORRIS, MW;KALISH, M
通讯作者: KALISH, M