Biomedical Engineering Reference
In-Depth Information
Chapter 2
Perceptual and Cognitive Factors
for Self-Motion Simulation in Virtual
Environments: How Can Self-Motion
Illusions (“Vection”) Be Utilized?
Bernhard E. Riecke and Jörg Schulte-Pelkum
Abstract How can we convincingly simulate observer locomotion through virtual
environments without having to allow for full physical observer movement? That is,
how can we best utilize multi-modal stimulation to provide the compelling illusion
of moving through simulated worlds while reducing the overall simulation effort?
This chapter provides a review on the contribution and interaction of visual, auditory,
vibrational, and biomechanical cues (e.g., walking) for self-motion perception and
simulation in VR. We propose an integrative framework and discuss potential syn-
ergistic effects of perceptual and cognitive influences on self-motion perception in
VEs. Based on this perspective, we envision a lean-and-elegant approach that utilizes
multi-modal self-motion illusions and perceptual-cognitive factors in a synergistic
manner to improve perceptual and behavioral effectiveness and reduce the demand
for physical (loco-)motion interfaces to a more affordable level.
2.1 Introduction: The Challenge of Walking in VR
Walking is probably the oldest and still most common mode of transportation for
humans. Walking allows for easy and intuitive locomotion, and even with eyes closed
enables us to remain oriented in our immediate environment with little cognitive
effort [ 80 , 97 ]. This phenomenon is typically ascribed to an (at least partially) auto-
mated mental process that spatially updates our egocentric mental spatial represen-
tation such as to stay aligned with where we are with respect to our immediate
( B )
Simon Fraser University, Surrey, BC, Canada
e-mail: ber1@sfu.ca
web: iSpaceLab.com/Riecke
J. Schulte-Pelkum
Vechta University, Vechta, Germany
e-mail: joerg.schulte-pelkum@uni-vechta.de
B. E. Riecke
 
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