TY - JOUR
T1 - Differences in Three Vection Indices (Latency, Duration, and Magnitude) Induced by “Camera-Moving” and “Object-Moving” in a Virtual Computer Graphics World, Despite Similarity in the Retinal Images
AU - Sato, Hirotaro
AU - Morimoto, Yuki
AU - Remijn, Gerard B.
AU - Seno, Takeharu
N1 - Funding Information:
The author(s) disclosed receipt of the following financial support for the research, authorship, and/or publication of this article: This work was supported by HAYAO NAKAYAMA Foundation for Science and Technology and Culture. Also, this work was supported by the Japan Society for the Promotion of Science KAKENHI (Grant Number 18H01100) to T.S. from the Ministry of Education, Culture, Sports, Science and Technology of Japan. Part of this work was carried out under the Cooperative Research Project Program of the Research Institute of Electrical Communication, Tohoku University.
Publisher Copyright:
© The Author(s) 2020.
PY - 2020
Y1 - 2020
N2 - To create a self-motion (vection) situation in three-dimensional computer graphics (CG), there are mainly two ways: moving a camera toward an object (“camera moving”) or by moving the object and its surrounding environment toward the camera (“object moving”). As both methods vary considerably in the amount of computer calculations involved in generating CG, knowing how each method affects self-motion perception should be important to CG-creators and psychologists. Here, we simulated self-motion in a virtual three-dimensional CG-world, without stereoscopic disparity, which correctly reflected the lighting and glare. Self-motion was induced by “camera moving” or by “object moving,” which in the present experiments was done by moving a tunnel surrounding the camera toward the camera. This produced two retinal images that were virtually identical in Experiment 1 and very similar in Experiments 2 and 3. The stimuli were presented on a large plasma display to 15 naive participants and induced substantial vection. Three experiments comparing vection strength between the two methods found weak but significant differences. The results suggest that when creating CG visual experiences, “camera-moving” induces stronger vection.
AB - To create a self-motion (vection) situation in three-dimensional computer graphics (CG), there are mainly two ways: moving a camera toward an object (“camera moving”) or by moving the object and its surrounding environment toward the camera (“object moving”). As both methods vary considerably in the amount of computer calculations involved in generating CG, knowing how each method affects self-motion perception should be important to CG-creators and psychologists. Here, we simulated self-motion in a virtual three-dimensional CG-world, without stereoscopic disparity, which correctly reflected the lighting and glare. Self-motion was induced by “camera moving” or by “object moving,” which in the present experiments was done by moving a tunnel surrounding the camera toward the camera. This produced two retinal images that were virtually identical in Experiment 1 and very similar in Experiments 2 and 3. The stimuli were presented on a large plasma display to 15 naive participants and induced substantial vection. Three experiments comparing vection strength between the two methods found weak but significant differences. The results suggest that when creating CG visual experiences, “camera-moving” induces stronger vection.
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U2 - 10.1177/2041669520958430
DO - 10.1177/2041669520958430
M3 - Article
AN - SCOPUS:85092794943
SN - 2041-6695
VL - 11
JO - i-Perception
JF - i-Perception
IS - 5
ER -