Wright W Geoffrey, DiZio Paul, Lackner James R
Ashton Graybiel Spatial Orientation Laboratory, Brandeis University, Waltham, MA 02454, USA.
J Vestib Res. 2006;16(1-2):23-8.
We evaluated the influence of moving visual scenes and knowledge of spatial and physical context on visually induced self-motion perception in an immersive virtual environment. A sinusoidal, vertically oscillating visual stimulus induced perceptions of self-motion that matched changes in visual acceleration. Subjects reported peaks of perceived self-motion in synchrony with peaks of visual acceleration and opposite in direction to visual scene motion. Spatial context was manipulated by testing subjects in the environment that matched the room in the visual scene or by testing them in a separate chamber. Physical context was manipulated by testing the subject while seated in a stable, earth-fixed desk chair or in an apparatus capable of large linear motions, however, in both conditions no actual motion occurred. The compellingness of perceived self-motion was increased significantly when the spatial context matched the visual input and actual body displacement was possible, however, the latency and amplitude of perceived self-motion were unaffected by the spatial or physical context. We propose that two dissociable processes are involved in self-motion perception: one process, primarily driven by visual input, affects vection latency and path integration, the other process, receiving cognitive input, drives the compellingness of perceived self-motion.
我们评估了移动视觉场景以及空间和物理环境知识对沉浸式虚拟环境中视觉诱发的自我运动感知的影响。正弦垂直振荡视觉刺激诱发了与视觉加速度变化相匹配的自我运动感知。受试者报告的自我运动感知峰值与视觉加速度峰值同步,且方向与视觉场景运动方向相反。通过在与视觉场景中的房间相匹配的环境中测试受试者,或在单独的房间中测试他们来操纵空间环境。通过让受试者坐在稳定的、固定在地面的办公椅上或能够进行大幅度线性运动的设备中进行测试来操纵物理环境,然而,在这两种情况下都没有实际运动发生。当空间环境与视觉输入匹配且实际身体位移可能时,感知到的自我运动的强烈程度显著增加,然而,感知到的自我运动的潜伏期和幅度不受空间或物理环境的影响。我们提出,自我运动感知涉及两个可分离的过程:一个过程主要由视觉输入驱动,影响运动错觉潜伏期和路径整合,另一个过程接收认知输入,驱动感知到的自我运动的强烈程度。