While rotating visual and auditory stimuli have long been known to elicit self-motion illusions ("circular vection"), audiovisual interactions have hardly been investigated. Here, two experiments investigated whether visually induced circular vection can be enhanced by concurrently rotating auditory cues that match visual landmarks (e.g., a fountain sound). Participants sat behind a curved projection screen displaying rotating panoramic renderings of a market place. Apart from a no-sound condition, headphone-based auditory stimuli consisted of mono sound, ambient sound, or low-/high-spatial resolution auralizations using generic head-related transfer functions (HRTFs). While merely adding nonrotating (mono or ambient) sound showed no effects, moving sound stimuli facilitated both vection and presence in the virtual environment. This spatialization benefit was maximal for a medium (20 • × 15 • ) FOV, reduced for a larger (54 • × 45 • ) FOV and unexpectedly absent for the smallest (10 • × 7.5 • ) FOV. Increasing auralization spatial fidelity (from low, comparable to five-channel home theatre systems, to high, 5 • resolution) provided no further benefit, suggesting a ceiling effect. In conclusion, both self-motion perception and presence can benefit from adding moving auditory stimuli. This has important implications both for multimodal cue integration theories and the applied challenge of building affordable yet effective motion simulators.
Research on self-motion perception and simulation has traditionally focused on the contribution of physical stimulus properties (“bottom-up factors”) using abstract stimuli. Here, we demonstrate that cognitive (“top-down”) mechanisms like ecological relevance and presence evoked by a virtual environment can also enhance visually induced self-motion illusions (vection). In two experiments, naive observers were asked to rate presence and the onset, intensity, and convincingness of circular vection induced by different rotating visual stimuli presented on a curved projection screen (FOV: 54° × 45°). Globally consistent stimuli depicting a natural 3D scene proved more effective in inducing vection and presence than inconsistent (scrambled) or unnatural (upside-down) stimuli with similar physical stimulus properties. Correlation analyses suggest a direct relationship between spatial presence and vection. We propose that the coherent pictorial depth cues and the spatial reference frame evoked by the naturalistic environment increased the believability of the visual stimulus, such that it was more easily accepted as a stable “scene” with respect to which visual motion is more likely to be judged as self-motion than object motion. This work extends our understanding of mechanisms underlying self-motion perception and might thus help to improve the effectiveness and believability of virtual reality applications.
The illusion of self-motion induced by moving visual stimuli ("vection") has typically been attributed to low-level, bottom-up perceptual processes. Therefore, past research has focused primarily on examining how physical parameters of the visual stimulus (contrast, number of vertical edges etc.) affect vection. Here, we investigated whether higher-level cognitive and top-down processes -namely global scene consistency and spatial presence -also contribute to the illusion. These factors were indirectly manipulated by presenting either a natural scene (the Tübingen market place) or various scrambled and thus globally inconsistent versions of the same stimulus. Due to the scene scrambling, the stimulus could no longer be perceived as a consistent 3D scene, which was expected to decrease spatial presence and thus impair vection. Twelve naive observers were asked to indicate the onset, intensity, and convincingness of circular vection induced by rotating visual stimuli presented on a curved projection screen (FOV: 54 • x45 • ). Spatial presence was assessed using presence questionnaires. As predicted, scene scrambling impaired both vection and presence ratings for all dependent measures. Neither type nor severity of scrambling, however, showed any clear effect. The data suggest that higher-level information (the interpretation of the globally consistent stimulus as a 3D scene and stable reference frame) dominated over the lowlevel (bottom-up) information (more contrast edges in the scrambled stimuli, which are known to facilitate vection). Results suggest a direct relation between spatial presence and self-motion perception. We posit that stimuli depicting globally consistent, naturalistic scenes provide observers with a convincing spatial reference frame for the simulated environment which allows them to feel "spatially present" therein. We propose that this, in turn, increases the believability of the visual stimuli as a stable "scene" with respect to which visual motion is more likely to be judged as self-motion. We propose that not only low-level, bottom-up factors, but also higherlevel factors such as the meaning of the stimulus are relevant for self-motion perception and should thus receive more attention. This work has important implications for both our understanding of selfmotion perception and motion simulator design and applications.
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