How can we provide humans with a believable sensation of being in and moving through computer-generated environments (like VR, computer games, or movies) without the need for costly and cumbersome motion platforms or large free-space walking areas? That is, how can we “cheat intelligently” by providing a compelling, embodied self-motion illusion (“vection”) without the need for full physical motion?
In a series of experiments, we investigated the contribution and interaction of different sensory modalities as well as higher-level, cognitive influences.
Below is a selection of such work [more will come as the website evolves]
Spatialized Sound Enhances Biomechanically-Induced Self-Motion Illusion (Vection)
The use of vection, the illusion of self-movement, has recently been explored as a novel way to immerse observers in mediated environments through illusory yet compelling self-motion without physically moving. This provides advantages over existing systems that employ costly, cumbersome, and potentially hazardous motion platforms, which are often surprisingly inadequate to provide life-like motion experiences. This study investigates whether spatialized sound rotating around the stationary, blindfolded listener can facilitate biomechanical vection, the illusion of self-rotation induced by stepping along a rotating floor plate. For the first time, integrating simple auditory and biomechanical cues for turning in place evoked convincing circular vection. In an auditory baseline condition, participants experienced only spatialized auditory cues. In a purely biomechanical condition, seated participants stepped along sideways on a rotating plate while listening to mono masking sounds. Scores of the bi-modal condition (binaural biomechanical cues) exceeded the sum of both single cue conditions, which may imply super-additive or synergistic effects.
Stepping along a rotating circular treadmill while being blindfolded can (after a few seconds) create a compelling & embodied illusion of rotating in the opposite direction. Studying such “biomechnically-induced circular vection” can help us to better understand human multi-modal information processing and eventually help us to improve motion simulation in Virtual Reality.
First demo of our new circular treadmill in the iSpace lab. Since then the setup has had some major updates.
Why not build an omni-directional treadmill so people can walk in all direction in the Virtual Environment? While recent progress has been amazing, such omni-directional treadmills are still huge, loud, expensive, and need many safety measures (see video below for an example from the Cyberwalk project). In addition, it seems that walking-in-place can only reliably induce circular vection, but not translational/linear vection. Hence, we decided to focus on using out understanding if human multi-modal cue integration to “cheat intelligently” and aiming for a compelling embodied illusion of self-motion (i.e., “perceptual realism/effectiveness”) instead of aiming for biomechanical/stimulus realism.
Media Gallery
[mediatags]biomechanicalVection[/mediatags]