Biomedical Engineering Reference
In-Depth Information
In summary, we posit that our understanding of the nature and usefulness of
the cognitive factors and higher-level phenomena and constructs such as presence,
immersion, or a perceptual-cognitive framework of movability might benefit if they
are embedded in a larger conceptual framework, and in particular analyzed in terms
of possible relations to perceptual and behavioral aspects as well as goal/application-
specific effectiveness. Similar benefits are expected if other higher-level phenomena
are analyzed in more detail in the context of such a framework.
2.10 Outlook
A growing body of evidence suggests that there is a continuum of factors that influ-
ence the perceptual and behavioral effectiveness of VR simulations, ranging from
perceptual, bottom-up factors to cognitive, top-down influences. To illustrate this, we
reviewed recent evidence suggesting that self-motion illusions can be affected by a
wide range of parameters including attention, viewing patterns, the perceived depth
structure of the stimulus, perceived foreground/background distinction (even if there
is no physical separation), cognitive-perceptual frameworks, ecological validity, as
well as spatial presence and involvement. While some of the underlying research
is still preliminary, findings are overall promising, and we propose that these issues
should receive more attention both in basic research and applications.
These factors might turn out to be crucial especially in the context of VR applica-
tions and self-motion simulations, as they have the potential of offering an elegant
and affordable way to optimize simulations in terms of perceptual and behavioral
effectiveness. Compared to other means of increasing the convincingness and effec-
tiveness of self-motion simulations like increasing the visual field of view, using
a motion platform, or building an omni-directional treadmill, cognitive factors can
often be manipulated rather easily and without much cost, such that they could be
an important step towards a lean and elegant approach to effective self-motion sim-
ulation [ 86 , 94 , 96 ]. This is nicely demonstrated by many theme park rides, where a
conducive cognitive-perceptual framework and expectations are set up already while
users are standing in line. Although there seems to be no published research on these
priming phenomena in theme parks, they likely help to draw users more easily and
effectively into the simulation and into anticipating and “believing” that they will
actually be moving. Thus, we posit that an approach that is centered around the per-
ceptual and behavioral effectiveness and not only the physical realism is important
both for gaining a deeper understanding in basic research and for offering a lean and
elegant way to improve a number of applications, especially in the advancing field of
virtual reality simulations. This might ultimately allow us to come closer to fulfilling
the promise of VR as an alternate reality, that enables us to perceive, behave, and
more specifically locomote and orient as easily and effectively in virtual worlds as
we do in our real environment.
 
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