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Scene-motion thresholds during head yaw for immersive virtual environments

Published: 05 March 2012 Publication History

Abstract

In order to better understand how scene motion is perceived in immersive virtual environments, we measured scene-motion thresholds under different conditions across three experiments. Thresholds were measured during quasi-sinusoidal head yaw, single left-to-right or right-to-left head yaw, different phases of head yaw, slow to fast head yaw, scene motion relative to head yaw, and two scene-illumination levels. We found that across various conditions (1) thresholds are greater when the scene moves with head yaw (corresponding to gain <1.0) than when the scene moves against head yaw (corresponding to gain >1.0), and (2) thresholds increase as head motion increases.

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Published In

cover image ACM Transactions on Applied Perception
ACM Transactions on Applied Perception  Volume 9, Issue 1
March 2012
95 pages
ISSN:1544-3558
EISSN:1544-3965
DOI:10.1145/2134203
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 05 March 2012
Accepted: 01 April 2011
Revised: 01 August 2010
Received: 01 February 2009
Published in TAP Volume 9, Issue 1

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Author Tags

  1. Psychophysics
  2. head motion
  3. latency
  4. redirected walking
  5. scene-motion thresholds

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