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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Main Authors: Hirotaro Sato, Yuki Morimoto, Gerard B. Remijn, Takeharu Seno
Format: Article
Language:English
Published: SAGE Publishing 2020-10-01
Series:i-Perception
Online Access:https://doi.org/10.1177/2041669520958430
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spelling doaj-e3382e1472294f70a2a0775767a8a34d2020-11-25T03:53:54ZengSAGE Publishingi-Perception2041-66952020-10-011110.1177/2041669520958430Differences 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 ImagesHirotaro SatoYuki MorimotoGerard B. RemijnTakeharu SenoTo 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.https://doi.org/10.1177/2041669520958430
collection DOAJ
language English
format Article
sources DOAJ
author Hirotaro Sato
Yuki Morimoto
Gerard B. Remijn
Takeharu Seno
spellingShingle Hirotaro Sato
Yuki Morimoto
Gerard B. Remijn
Takeharu Seno
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
i-Perception
author_facet Hirotaro Sato
Yuki Morimoto
Gerard B. Remijn
Takeharu Seno
author_sort Hirotaro Sato
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_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_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_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
publisher SAGE Publishing
series i-Perception
issn 2041-6695
publishDate 2020-10-01
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.
url https://doi.org/10.1177/2041669520958430
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