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

L. Harris, M. Jenkin, D. Zikovitz
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引用次数: 30

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.
前庭提示与虚拟环境:选择前庭提示的大小
虚拟环境的设计通常侧重于构建逼真的视觉模拟,而忽略了通常与在环境中移动相关的非视觉线索。缺乏正常的信号补充可能会导致晕屏,并可能影响操作员的工作表现。先前(1998)我们描述了在被动线性运动中添加前庭线索的效果,并显示了前庭线索在决定感知运动的大小方面出乎意料的优势。在这里,我们改变了视觉和前庭提示的相对大小,并描述了一个简单的线性求和模型,该模型预测了由此产生的感知运动的大小。该模型建议虚拟现实显示器设计者应将前庭信息与视觉运动按1:4的比例添加,以获得令人信服和准确的表现。
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