Results 81 to 90 of about 28,103 (239)

Visual Rotation Axis and Body Position Relative to the Gravitational Direction: Effects on Circular Vection

open access: yesi-Perception, 2012
The visual–vestibular conflict theory asserts that visual–vestibular conflicts reduce vection and that vection strength is reduced with an increasing discrepancy between actual and expected vestibular activity.
Shigehito Tanahashi   +2 more
doaj   +1 more source

The Effect of Optical Flow Motion Direction on Vection Strength

open access: yesi-Perception, 2020
In some phenomena of visual perception, the motion direction of visual stimuli can affect perception. In particular, asymmetries between oblique directions and cardinal (horizontal and vertical) directions have been reported and are known as oblique ...
Yoshitaka Fujii, Takeharu Seno
doaj   +1 more source

Effects of Visually Induced Self-Motion on Sound Localization Accuracy

open access: yesApplied Sciences, 2021
The deterioration of sound localization accuracy during a listener’s head/body rotation is independent of the listener’s rotation velocity. However, whether this deterioration occurs only during physical movement in a real environment remains unclear. In
Akio Honda   +3 more
doaj   +1 more source

Effects of vection type and postural instability on cybersickness

open access: yesVirtual Reality
This study directly compared the novel unexpected vection hypothesis and postural instability-based explanations of cybersickness in virtual reality (VR) using head-mounted displays (HMD) for the first time within a commercial VR game.
Joel Teixeira   +2 more
semanticscholar   +1 more source

Does A Secondary Task Inhibit Vection in Virtual Reality?

open access: yesIEEE International Conference on Systems, Man and Cybernetics, 2022
Vection is commonly defined as the illusory sensation of self-motion. Research on vection can assist in improving the fidelity of motion simulators.
L. Kooijman   +3 more
semanticscholar   +1 more source

Feasibility of using virtual reality in geriatric psychiatry

open access: yesInternational Journal of Geriatric Psychiatry, Volume 39, Issue 1, January 2024.
Abstract Objectives Virtual Reality‐based interventions have become an important element of digital mental health, offering accessible and scalable treatment options. However, studies on VR‐based approaches in elderly patients are scarce. This explorative study examined the feasibility of using Virtual Reality (VR) for elderly patients with psychiatric
Sandra Anna Just   +3 more
wiley   +1 more source

Neural sensitivity to translational self‐ and object‐motion velocities

open access: yesHuman Brain Mapping, Volume 45, Issue 1, January 2024.
In the current study we manipulated the relative motion velocity between the observer (self‐motion or SM) and the object (OM) within a stationary scene as a strategy to test how the brain accomplishes object‐motion detection. Here, we demonstrated that three key regions of dorsal visual system, such as MT+, V6+, and V3A, are fundamental to implement ...
Valentina Sulpizio   +5 more
wiley   +1 more source

Effect of Depth Order on Linear Vection with Optical Flows

open access: yesi-Perception, 2014
In the present study, the effects of depth order on forward and backward vection were examined using optical flows simulating motion in depth (i.e., approaching or receding).
Yasuhiro Seya   +2 more
doaj   +1 more source

The role of perceived speed in vection: does perceived speed modulate the jitter and oscillation advantages? [PDF]

open access: yesPLoS ONE, 2014
Illusory self-motion ('vection') in depth is strongly enhanced when horizontal/vertical simulated viewpoint oscillation is added to optic flow inducing displays; a similar effect is found for simulated viewpoint jitter.
Deborah Apthorp, Stephen Palmisano
doaj   +1 more source

Investigating the Relative Contributions of Unexpected Vection and Postural Instability to VR Cybersickness

open access: yesInternational Journal of Human-Computer Interaction
This study tested unexpected vection and postural instability accounts of cybersickness by having 30 participants play a commercial virtual reality (VR) simulation (“Mission-ISS”), while wearing head-mounted displays (HMD) for up to 14 minutes, or until ...
Joel Teixeira   +2 more
semanticscholar   +1 more source

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