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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

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...

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Autores principales: Sato, Hirotaro, Morimoto, Yuki, Remijn, Gerard B., Seno, Takeharu
Formato: Online Artículo Texto
Lenguaje:English
Publicado: SAGE Publications 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7580144/
https://www.ncbi.nlm.nih.gov/pubmed/33149877
http://dx.doi.org/10.1177/2041669520958430
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author Sato, Hirotaro
Morimoto, Yuki
Remijn, Gerard B.
Seno, Takeharu
author_facet Sato, Hirotaro
Morimoto, Yuki
Remijn, Gerard B.
Seno, Takeharu
author_sort Sato, Hirotaro
collection PubMed
description 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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spelling pubmed-75801442020-11-03 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 Sato, Hirotaro Morimoto, Yuki Remijn, Gerard B. Seno, Takeharu Iperception Article 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. SAGE Publications 2020-10-15 /pmc/articles/PMC7580144/ /pubmed/33149877 http://dx.doi.org/10.1177/2041669520958430 Text en © The Author(s) 2020 https://creativecommons.org/licenses/by/4.0/ Creative Commons CC BY: This article is distributed under the terms of the Creative Commons Attribution 4.0 License (https://creativecommons.org/licenses/by/4.0/) which permits any use, reproduction and distribution of the work without further permission provided the original work is attributed as specified on the SAGE and Open Access pages (https://us.sagepub.com/en-us/nam/open-access-at-sage).
spellingShingle Article
Sato, Hirotaro
Morimoto, Yuki
Remijn, Gerard B.
Seno, Takeharu
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
title 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
title_full 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
title_fullStr 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
title_full_unstemmed 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
title_short 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
title_sort 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
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7580144/
https://www.ncbi.nlm.nih.gov/pubmed/33149877
http://dx.doi.org/10.1177/2041669520958430
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