Proceedings of the 2016 Symposium on Spatial User Interaction 2016
DOI: 10.1145/2983310.2985759
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Cited by 67 publications
(22 citation statements)
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“…Indeed, the most experienced participants with VR tended to physically move their bodies the most on up/down, sideways, on rotation, and forward/backward. More exploration is needed in the use of interfaces that may be more universally intuitive or natural, such as leaning ( Riecke et al, 2005 ; Kruijff et al, 2016 ; Kitson et al, 2017 ).…”
Section: Discussionmentioning
confidence: 99%
“…Indeed, the most experienced participants with VR tended to physically move their bodies the most on up/down, sideways, on rotation, and forward/backward. More exploration is needed in the use of interfaces that may be more universally intuitive or natural, such as leaning ( Riecke et al, 2005 ; Kruijff et al, 2016 ; Kitson et al, 2017 ).…”
Section: Discussionmentioning
confidence: 99%
“…For example, Amemiya et al (2016) defined vection as a phenomenon "…the illusory perception of actual self-motion rather than the sensation of simply watching a moving world … and is strongly induced when the peripheral visual field is stimulated." However, some authors described the possibility of enhancing visually induced vection by multimodal stimulation (Kruijff et al, 2016;Riecke, Schulte-Pelkum, Caniard, et al, 2005) or that the perception of self-motion is a multisensory event (Oishi et al, 2016). Tinga et al (2018) described vection as "…the sensation of self-motion induced by moving sensory stimulation not corresponding to the veridical self motion."…”
Section: The Definition Of Vection and Participants' Task Instructionsmentioning
confidence: 99%
“…Participants were instructed to rate their perceived self-motion during the stimulus presentation by entering a numeric value using a keyboard, a pressing a button (Farkhatdinov et al, 2013;Seno, Ogawa, et al, 2011), moving a joystick (Riecke, Schulte-Pelkum, Caniard, et al, 2005;Soave et al, 2020), or via verbal reports (Horie et al, 2018;Väljamäe et al, 2006Väljamäe et al, , 2009. However, in some studies, participants rated the magnitude or intensity after the stimulus present by means of a questionnaire (Feng et al, 2016;Kitazaki et al, 2019Kitazaki et al, , 2016Lind et al, 2016;Matsuda et al, 2020;Oishi et al, 2016), verbal report (Kruijff et al, 2016;Nilsson et al, 2012;Nordahl et al, 2012;Riecke et al, 2009;Tinga et al, 2018) or by entering a value using a keyboard (Amemiya et al, 2016(Amemiya et al, , 2013b(Amemiya et al, , 2013aSeno, Ogawa, et al, 2011). From these methods, subjective measures were derived which are discussed in more detail in the following section.…”
Section: The Definition Of Vection and Participants' Task Instructionsmentioning
confidence: 99%
“…Kitazaki et al (2019) demonstrated that foot vibrations that were synchronous to the oscillating actual optic flow induced not only the sensation of self-motion but also the sensations of walking, leg action, and telepresence. Kruijff et al (2016) demonstrated that walking-related vibrotactile cues on the feet, simulated head bobbing as a visual cue, and footstep sounds as auditory cues enhance vection and presence. Telepresence, one of the crucial factors in VR, refers to the perception of presence at a physically remote or simulated site (Draper et al, 1998).…”
Section: Introductionmentioning
confidence: 99%