Three experiments, using two sets of Nonius lines placed in a random-dot stereogram, indicated that Nonius alignment does not always reflect binocular eye position and, thus, a caveat is necessary when Nonius alignment is used to monitor binocular eye position. We found that: (a) two Nonius lines with visual line values that differed by up to 7.6 min of arc can appear aligned; (b) the two lines of each of the two Nonius sets continued to appear aligned despite a change in vergence angle of 5.9 min of arc; and (c) the Nonius alignment reflected eye position better, when the binocular dots near the Nonius lines were eliminated.
Haptic recognition of familiar objects by the early blind, the late blind, and the sighted was investigated with two-dimensional (2-0) and three-dimensional (3-0) stimuli produced by small tactor-pins. The 2-D stimulus was an outline of an object that was depicted by raising tactor-pins to 1.5 mm. The 3-D stimulus was a relief that was produced by raising the tactors up to 10 mm, corresponding to the height of the object. Mean recognition times for correct answers to the 3-D stimuli were faster than those for the 2-D stimuli, in all three subject groups. No statistically significant differences in percentage of correct responses between the 2-D and the 3-D stimuli were found for the late-blind and sighted groups, but the early-blind group demonstrated a significant difference. In addition, the haptic legibility for the quality of depiction of the object, without regard to whether or not the stimulus was understood, was measured. The haptic legibility of the 3-D stimuli was significantly higher than that of the 2-D stimuli for all the groups. These results suggest that 3-D presentation seems to promise a way to overcome the limitations of 2-D graphic display.As a result of recent advances in computer technology, it has become possible to translate written text into syn-
We investigated relations between experience driving physical automobiles and motion sickness during the driving of virtual automobiles. Middle-aged individuals drove a virtual automobile in a driving video game. Drivers were individuals who had possessed a driver's license for approximately 30 years, and who drove regularly, while non-drivers were individuals who had never held a driver's license, or who had not driven for more than 15 years. During virtual driving, we monitored movement of the head and torso. During virtual driving, drivers became motion sick more rapidly than non-drivers, but the incidence and severity of motion sickness did not differ as a function of driving experience. Patterns of movement during virtual driving differed as a function of driving experience. Separately, movement differed between participants who later became motion sick and those who did not. Most importantly, physical driving experience influenced patterns of postural activity that preceded motion sickness during virtual driving. The results are consistent with the postural instability theory of motion sickness, and help to illuminate relations between the control of physical and virtual vehicles.
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